*chuckles* Seems like Im always the last one to join the Pathfinder games around here. Alright well heres Kulgnar's sheet. I hope everyone enjoys him because I enjoyed writing him. Ill take a look into the character thread in a few minutes and see if I can figure out a way to work myself in<br/><br/><div class="floatleft">(http://i420.photobucket.com/albums/pp289/guardianangel98/dwarfwarriorrezised.jpg)</div>Name: Kulgnar Barrow<br/>Gender: Male<br/>Sexuality: Heterosexual<br/>Age: 45<br/>Race: Dwarf<br/>Class: Cleric (Torag)<br/>Alignment: LG<br/><br/>Description: Kulgnar stands a full four and a half feet tall, making him tall for a dwarf. Like most dwarves he has a heavy build and a lot of muscle on his body showing that he is the kind of man that exercises regularly. Unlike most of his race he has deep, almost pitch black, skin and fiery red hair that is worn long yet looks neatly tied back. His beard however is wild but not as long as one would expect for a man of his age (even though he’s quite young for a dwarf).<br/><br/>He often wears armor stained black over his ceremonial garbs which are always a dark color. He has a holy symbol of Torag tied to his left gauntlet and secured by a small steel chain.<br/><br/>Personality: Kulgnar is opinionated, often gruff, and accepting of those who prove themselves through action. Anyone spending a bit of time with him soon finds a quiet and compassionate man with an intense sense of justice and an iron will to uphold tradition yet whos not afraid to break away from it either. In trying times he often gives words of encouragement and direction, so that action may be taken. Although many find him slow to trust and accept, when one finally does they earn a true friend that would walk into Hades itself to help them.<br/><br/>Background: Kulgnar was born as a noble to the Stonearm clan, members of the aristocracy in the monarchy that ruled over the Gemline mountain’s (there name for the area so it can be fit anywhere), over forty years ago and from the time he could walk people saw the makings of a pious warrior for all their kind. Like all dwarves he was instructed in warfare, tradition, and crafting as a boy by his large family but early on his greatest interest was Torag’s temples and his teachings.<br/><br/>When he came of age Kulgnar choose to pursue a path with Torag and his clergy, and it was not long before he earned the right to summon some of the gods divine power. However during his studies he met a priestess named Helda along the same path. The two shared much of their time together and eventually fell in love with one another. However being that she was of common birth and his high standing in the city neither the clergy nor his family would approve of them seeing each other.<br/><br/>Kulgnar would not listen though, he knew where his heart was and he knew that Torag himself would bless their union if they eventually married, if they god had not approved he would have sent both mates a sign of some kind. To stubborn to be convinced differently he kept seeing Helda and ignoring his superiors and his family and it eventually led to the family seeking out other means to deal with the situation.<br/><br/>Late one night when they were returning from the local public baths they were accosted by a group of thieves and Helda was murdered. Kulgnar did not escape unscathed either but he beat them off and unknown to the men he had recognized a few of them. Days later he burst into one of the men’s homes with a handful of friends for revenge and beat the man within an inch of his life before he learned of his family’s involvement in the plot.<br/><br/>Enraged he took the plot directly to the mountain king and exposed everything, putting the thief before his majesty and arranged for his love to be buried in the cities hall of hero’s. When everything was said and done he burned a clan tattoo off his body, forsaked the clergy that he once called comrades, and decided to set out into the world. Since then he has walked the land, rendering whatever aid he can to others<br/><br/>Religion: Some would say dwarves like Kulgnar only worship Torag because of tradition and while this is partly true they miss the point that tradition is how clerics like him begin their worship but it is not why they continue. Kulgnar himself has felt the will of Torag and felt the power of him rushing through his veins whenever he casts a spell or renders aid to others. He feels that no other faith embodies the dwarven ideals as well as Torag and that Torag seeks to continue to forge the world, through his followers.<br/><br/>Level/class: 3 cleric<br/><br/><strong>Attributes</strong><br/>Strength 13<br/>Dexterity 10<br/>Constitution 12<br/>Intelligence 12<br/>Wisdom 18<br/>Charisma 12<br/><br/>Base attack bonus: +2<br/>Armor class: 20 = 10 +0 dexterity +9 armor +1 shield<br/>CMB/CMD: +3/13<br/>Fortitude save: +4 = +3 base +1 Constitution<br/>Reflex save: +1 = +1 base +0 Dexterity<br/>Will save: +7 = +3 base +4 Wisdom<br/><br/><strong>Skills</strong><br/>Knowlege(Religion): 7 = 3 ranks +1 intelligence +3 class skill bonus<br/>Heal: 7 = 3 ranks +4 wisdom +3 class skill bonus<br/>Spellcraft: 7 = 3 ranks +1 intelligence +3 class skill bonus<br/><br/><strong>Feats</strong><br/>Armor proficiency: Light armor, medium armor, heavy armor, light and heavy shields<br/>Weapon Proficiency: Simple weapons, battle ax, heavy pick, warhammer<br/>1st level Feat: combat casting<br/>3rd level Feat: Heavy Armor profieciency<br/><br/><strong>Special abilities</strong><br/>Acid dart (7/7 uses): 1d6+1 acid damage as a standard action. Range 30 ft<br/>Channel energy(DC 12): 2d6 damage 4/4 uses<br/>Darkvision 60 ft<br/>Defensive training: +4 dodge to AC vs the giant subtype<br/>Domains: Earth and Good<br/>Greed: +2 appraise checks on non-magical stone, metal, or gemstone goods<br/>Hatred: +1 attack roll vs goblinoid and orc subtypes<br/>Hardy: +2 to saves vs poisons, spells, and spell like abilities<br/>Stability: +4 CMD on bull rush and trip attempts<br/>Stone cunning: +2 perception to notice odd stonework<br/>Touch of good(7/7 uses): As a standard action grants +1 to attack rolls, skill checks, saving throws for 1 round<br/><br/><strong>Spells</strong><br/>Orisons (DC 14): Detect Poison, Light, Mending, Stabilize<br/>1st level-3+1 per day (DC ): Bless, Comprehend languages, Cure light wounds, protection from evil*<br/>2nd level-2+1 per day (DC ): Cure moderate wounds, Silence, soften earth and stone*<br/>*notes a domain spell<br/><br/><strong>Weapons</strong><br/>Masterwork warhammer (312)<br/>Masterwork Heavy crossbow (350)<br/><strong>Armor</strong><br/>Masterwork Full plate (1650)<br/>Masterwork Light wooden shield (153)<br/><strong>Other equipment</strong><br/>Backback (2)<br/>Bedroll (1 sp)<br/>Holy symbol, Wooden (1)<br/>Spell component pouch (5)<br/>Cleric's vestments (-)<br/>Healer's kit (50)<br/>Bolts x20 (2)<br/>Waterskin (1)<br/><br/>Equipments weight: 88 pounds (medium load)<br/>Personal Weight: 156<br/>Total Weight: 244<br/>Purse: 47 pp 3 gp 9 sp<br/><br/><strong>Carrying capacity</strong><br/>Light 0-50<br/>Medium 51-100<br/>Heavy 101-150<br/><br/>