<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">rolls</div><div class="spoiler_body">Rolled 5d6, rerolled if any ones, kept highest 3.  Sorry but I couldn't figure out how to reroll just the ones using Elliquiy's dice bot.<br/>Stats rolls:  14, 16, 16, 17, 16, 13</div></div><br/><strong>Name:</strong>Harsk Mugwarden<br/><strong>Dwarf</strong>(craftsman, xenophobic, stonesinger)<strong>Gender:</strong>Male<br/><strong>Class:</strong>Cleric 5 (no archetype) Fighter 1 (Unbreakable Archetype)  (Cleric at level 1)<br/><strong>Diety:</strong>Angradd http://pathfinderwiki.com/wiki/Angradd (http://pathfinderwiki.com/wiki/Angradd)<br/><strong>Alignment:</strong>LG<br/><strong>Favored Class:</strong>Cleric (took hp each time)<br/><strong>Languages:</strong>Dwarven (and only dwarven)<br/><strong>Speed</strong>20<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Sheet Basics</div><div class="spoiler_body"><table class="bbc_table"><tbody><tr><td><strong>Age:</strong></td><td>49</td><td><strong>Height:</strong></td><td>3'11.5"</td><td><strong>Weight:</strong></td><td>200 lbs</td></tr><tr><td>Str</td><td>16</td><td>+3</td></tr><tr><td>Dex</td><td>14</td><td>+2</td></tr><tr><td>Con</td><td>18</td><td>+4</td></tr><tr><td>Int</td><td>13</td><td>+1</td></tr><tr><td>Wis</td><td>20</td><td>+5</td></tr><tr><td>Cha</td><td>14</td><td>+2</td></tr></tbody></table><table class="bbc_table"><tbody><tr><td></td><td>Total</td><td>Base</td><td>Attrib</td><td>other</td></tr><tr><td>Fort</td><td>10</td><td>5</td><td>4</td><td>1</td></tr><tr><td>Reflex </td><td>4</td><td> 2</td><td> 2</td><td> 1</td></tr><tr><td>Will </td><td>9 </td><td>4 </td><td>4</td><td> 1</td></tr><tr><td>Melee</td><td> 7</td><td> 4 </td><td>3</td></tr><tr><td>Ranged</td><td> 6 </td><td>4 </td><td>2</td></tr></tbody></table>CMB: 7<br/>HP: 67<br/><br/>AC: 22    (10+ 10 armor+1 dexterity +1 natural)<br/>Touch: 11<br/>Flat-Footed: 21<br/>CMD: 19<br/>+1 Cold Iron Dwarven Dorn Dergar (Chain Flail):  +8 to hit, 1d10+5, x2, Bludgeoning, can switch between reach/non-reach with a move action.<br/>+1 Silver maul axe: +8 to hit, 1d6+4, x2, slashing or bludgeoning, 10' range<br/>Composite Shortbow, Mighty (+3), +6 to hit, 1d6+3, piercing, 70' range, 60 arrows<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">skills</div><div class="spoiler_body">Skills that are usable only if trained are crossed out (mostly for my benefit)<br/><table class="bbc_table"><tbody><tr><td>Class Skills</td><td></td><td>Cross Class Skills (for cleric)</td><td></td></tr><tr><td>skill</td><td>modifier</td><td>rank</td><td>ACP</td><td>skill</td><td>modifier</td><td>rank</td><td>ACP</td></tr><tr><td>Appraise (int)</td><td>1</td><td></td><td></td><td>Acrobatics (dex)</td><td>-2</td><td></td><td>-4</td></tr><tr><td>Craft Weapons (int)</td><td>10</td><td>4</td><td></td><td>Bluff (Cha)</td><td>2</td><td></td><td></td></tr><tr><td>Diplomacy (cha)</td><td>2</td><td></td><td></td><td>Climb (Str)</td><td>-1</td><td></td><td>-4</td></tr><tr><td>Heal (wis)</td><td>11</td><td>4</td><td></td><td><del>Disable Device </del>(dex)</td><td></td><td></td><td>-4</td></tr><tr><td>Knowledge arcana (int)</td><td>5</td><td>2</td><td></td><td>Disguise (Cha)</td><td>2</td><td></td><td></td></tr><tr><td>knowledge nobility (int)</td><td></td><td></td><td></td><td>Escape Artist (dex)</td><td>-2</td><td></td><td>-4</td></tr><tr><td>knowledge planes (int)</td><td></td><td></td><td></td><td>Fly (dex)</td><td>-2</td><td></td><td>-4</td></tr><tr><td>knowledge religion (int)</td><td>9</td><td>4</td><td></td><td><del>Handle Animal </del>(Cha)</td><td></td><td></td><td></td></tr><tr><td>linguistics (int)</td><td></td><td></td><td></td><td>Intimidate (Cha)</td><td>2</td><td></td><td></td></tr><tr><td>profession barkeeper (wis)</td><td>7</td><td>1</td><td></td><td><del>Knowledge (int)</del></td><td></td><td></td><td></td></tr><tr><td>Sense motive (wis)</td><td>5</td><td></td><td></td><td>Perception (wis)</td><td>5</td><td></td><td></td></tr><tr><td>spellcraft (int)</td><td>6</td><td>3</td><td></td><td>perform (cha)</td><td>2</td><td></td><td></td></tr><tr><td></td><td></td><td></td><td></td><td>Ride (dex)</td><td>-2</td><td></td><td>-4</td></tr><tr><td></td><td></td><td></td><td></td><td><del>Sleight of Hand (dex)</del></td><td></td><td></td><td>-4</td></tr><tr><td></td><td></td><td></td><td></td><td>Stealth (dex)</td><td>-2</td><td></td><td>-4</td></tr><tr><td></td><td></td><td></td><td></td><td>Survival (wis)</td><td>5</td><td></td><td></td></tr><tr><td></td><td></td><td></td><td></td><td>Swim (str)</td><td>-1</td><td></td><td>-4</td></tr><tr><td></td><td></td><td></td><td></td><td><del>Use Magic Device (cha)</del></td><td></td></tr></tbody></table></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">features</div><div class="spoiler_body"><strong>Racial Features:</strong><br/>Slow and Steady: base speed 20' unaffected by armor or load<br/>Defensive training: +4 dodge bonus to AC vs. giants<br/>Hardy:  +2 vs poisons, spells, and spell like abilities<br/>Stability: +4 to CMD vs. bull rush or trip while standing on ground<br/>*Greed: replaced by craftsman below<br/>Craftsman:  +2 to craft metal or stone<br/>*Stonecunning: replaced by stonesinger below<br/>Stonesinger:  treated as one level higher when casting earth spells or using earth domain powers<br/>*Darkvision: replaced by minesight below<br/>Minesight: darkvision 90', dazzled in bright light, -2 vs effects with light descriptor<br/>Hatred: +1 attack orcs and goblinoids<br/>Weapon Familiarity<br/>Xenophobic:  Speaks only dwarven, doesn't gain bonus languages, learn 1 language per 2 ranks in linguistics (replaces standard languages), also gives a +1 bonus agains non-fear mind affecting effects<br/><br/><strong>Class Features</strong><br/>Aura<br/>Channel Energy 3d6, 5/day, DC: 14<br/>Domains: Fire, Good<br/>        Domain Powers:  Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.  1d6+2, 8/day<br/>Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. +2, 8/day<br/>Orisons<br/>Spontaneous Casting: healing<br/>Spells per day 4, 5+1, 3+1, 2+1<br/>Spell DC:  15, 16, 17, 18<br/>Proficiency:  light, medium, &amp; Heavy armor, all shields except tower, simple &amp; martial weapons, deities favored weapon<br/>Proposed alternate channeling:  +50% healing to Dwarves, reduce healing 50% to others.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">feats and traits</div><div class="spoiler_body"><strong>Feats]</strong><br/>Feats from fighter archetype:  Endurance, Diehard,<br/>Normal Feats:  Combat Casting, Craft Magical arms and armor, Selective Channel<br/>GM Bonus Feat:  Skill focus: Craft weapons<br/><br/><strong>Traits</strong><br/>Eldritch Smith:  Benefit: Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears.<br/>Sacred Conduit: Benefit: Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">equipment</div><div class="spoiler_body"><strong>Equipment</strong><br/>Fix typos and columns, purchase mundane gear, 13572.53 spent out of 13600 available. (27.47 remain)<br/><table class="bbc_table"><tbody><tr><td>name</td><td>Weight</td><td>Location</td><td>Cost</td></tr><tr><td>+1 Alchemical Silver Dwarven Maul Axe</td><td>5</td><td></td><td>1059.25</td></tr><tr><td>+1 Cold Iron Dwarven Chain Flail</td><td>15</td><td></td><td>3026.67</td></tr><tr><td>Composite Shortbow (mighty +3)</td><td>2</td><td></td><td>220</td></tr><tr><td>Pearl of Power (1st level)</td><td>-</td><td></td><td>1000</td></tr><tr><td>Handy Haversack</td><td>5</td><td>as backpack</td><td>2000</td></tr><tr><td>Amulet of Natural Armor +1</td><td>-</td><td>Neck</td><td>2000</td></tr><tr><td>Cloak of Resistance +1</td><td>1</td><td>Back</td><td>1000</td></tr><tr><td>+1 Full Plate</td><td>50</td><td></td><td>1080</td></tr><tr><td>Arrows (60)</td><td>9</td><td></td><td>1.1</td></tr><tr><td>Animal Feed, 10 days, carnivor</td><td>50</td><td>SaddleBags</td><td>0.5</td></tr><tr><td>Bedroll</td><td>[5/td]<table class="bbc_table"><tbody><tr><td>Behind Saddle[/<table class="bbc_table"><tbody><tr><td>0.1</td></tr></tbody></table>td]</td></tr><tr><td>Blanket</td><td>3</td><td>behind saddle</td><td>.5</td></tr><tr><td>50' Silk Rope</td><td>5</td><td>Haversack, main pocket</td><td>10</td></tr><tr><td>Everburning Torch</td><td>1</td><td>Haversack L front pocket</td><td>110</td></tr><tr><td>10 days Dwarven Trail Rations</td><td>15</td><td>Haversack R front pocket</td><td>20</td></tr><tr><td>Iron Holy Symbol</td><td>1</td><td>Beltpouch</td><td>5</td></tr><tr><td>Leatherbound Holy text</td><td>2</td><td>haversack l front pocket</td><td>25</td></tr><tr><td>Dice</td><td>-</td><td>Haversack R font pocket</td><td>0.1</td></tr><tr><td>Cards</td><td>1</td><td>Haversack R front pocket</td></tr></tbody></table>[<table class="bbc_table"><tbody><tr><td>0.1</td></tr></tbody></table>/tr]<br/><table class="bbc_table"><tbody><tr><td>Explorer's Outfit</td><td>8</td><td>worn</td><td>-</td></tr><tr><td>Mess Kit</td><td>1</td><td>Haversack R front pocket</td><td>0.2</td></tr><tr><td>Healers Kit</td><td>1</td><td>Haversack L front pocket</td><td>55</td></tr><tr><td>Saddle Blanket</td><td>6</td><td>below saddle</td><td>1</td></tr><tr><td>MW weaponsmithing tools</td><td>5</td><td>Haversack, main pocket</td><td>55</td></tr><tr><td>Common Shovel</td><td>8</td><td>Behind Saddle</td><td>2</td></tr><tr><td>Parasol</td><td>3</td><td>carried or tied to mount</td><td>2</td></tr><tr><td>Combat Trained Riding Gecko</td><td>doesnt matter</td><td>Its own 4 feet</td><td>400</td></tr><tr><td>Studded leather barding</td><td></td><td>worn by mount</td><td>100</td></tr><tr><td>Exotic Military Saddle</td><td></td><td>worn by mount</td><td>60</td></tr><tr><td>Saddlebags</td><td></td><td>worn by mount</td><td>4</td></tr><tr><td>Bit and Bridle</td><td></td><td>worn by mount</td><td>2</td></tr><tr><td>Watersking (2)</td><td>8</td><td>saddlebags</td></tr></tbody></table>[2]</td></tr><tr><td>belt pouch</td><td>0.5</td><td>worn</td><td>1</td></tr><tr><td>Smoked Goggles</td><td>-</td><td>face</td><td>10</td></tr><tr><td>Spell Component Pouch</td><td>2</td><td>worn</td><td>5</td></tr><tr><td>Adventurers Sash</td><td>3</td><td>worn</td><td>20</td></tr><tr><td>Wayfinder</td><td>1</td><td>in sash</td><td>500</td></tr><tr><td>Cracked Magenta Prism Ioun Stone</td><td>-</td><td>in wayfinder</td><td>800</td></tr></tbody></table>Cracked Magenta Prism Ioun Stone:  +2 competence bonus on checks with any one skill you choose, can be changed once per day<br/>Wayfinder: With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself.  Magenta prism: +1 bonus on one saving throw not modified by the ability score the stone is currently attuned to (chosen at the same time as the ability score). (Assuming method 1 for determining interaction betweetn wayfinder and ioun stone.)</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">mount</div><div class="spoiler_body">Combat Trained Riding Gecko<br/>Init +6; Senses low-light vision; Perception +6<br/>DEFENSE<br/>AC 18, touch 11, flat-footed 17 (+1 Dex, +4 natural, +3 barding)<br/>hp 15 (2d8+6)<br/>Fort +6, Ref +4, Will +2<br/>OFFENSE<br/>Speed 40 ft., climb 40 ft.<br/>Melee bite +5 (2d6+5)<br/>STATISTICS<br/>Str 21, Dex 13, Con 16, Int 2, Wis 14, Cha 7<br/>Base Atk +0; CMB +3; CMD 15 (19 vs. trip)<br/>Feats Improved Initiative<br/>Skills Climb +21, Perception +6; Racial Modifiers +8 Climb (20 with barding)<br/>SQ expert climber:  A gecko's feet allow it to climb virtually any surface, no matter how slick or sheer. In effect, geckos are treated as constantly being under a natural version of the spell spider climb.<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">spells</div><div class="spoiler_body">Spell selection<br/>Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only)<br/>1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">description</div><div class="spoiler_body">Harsk is a short dwarf, however he takes the stout build a step further than most.  Without being fat he manages to appear roughly the same width as his height (3ft, 11 and one half inches).  Most of the top of his head is shave, leaving only a long braided patch growing from the top.  Both it, and his equally long, braided beard, are bright red.  His eyes are a dark brown, bordering on black.  He has a large scar on the left side of his face which just misses his eye, and pulls his lips to slight permanent sneering expression.  Incidentally this also makes him a rather messy drinker. </div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Personality</div><div class="spoiler_body">Harsk is a stereotypical redhead with a 'short man' complex.  To put it mildly he is 'touchy'.  To put it more accurately he takes violent offense to just about everything.  He has, however, been beaten in fights often enough that he has learned when not to go beyond angry words.  He has also matured enough to realize that not everything is actually meant as an offense, so once he calms down he can be fairly reasonable, and has even apologized twice! <br/><br/>He is also sublimely convinced that Dwarves are the pinnacle of creation and all lesser races shouldn't be trusted.  He hasn't bothered to learn any other languages. <br/>     "Why would I want to learn the bird-squeaks of some surface dwelling, star-watching, elf-kissing human anyway?"  This particular quirk of his personality has probably gone farther towards his survival than anything else at this point.  Its much harder to take offense and get into a fight when you don't know or care what someone else is saying.<br/><br/>One of the many things that upsets him is seeing fine craftsdwarfship in the hands of non-dwarves.  As he was raised by an order of weaponsmith-priests who made their living selling fine craftsdwarfship to non-dwarves, this particular attitude has gotten him in A LOT of trouble in his short years.  That he maintains it is a testament to his stubbornness.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">backstory</div><div class="spoiler_body">Harsk was born to a family of innkeepers, however they realized fairly early on that he was not meant for a life of serving others.  You just don't get into bar fights in your own bar.  When they realized that he lacked the temperament for bar tending, his parents sent him to the local temple for training.  This particular temple considered blacksmithing to be an act of worship.  Harsk trained as both an initiate and apprentice smith.  <br/>Harsk actually excelled in the temple, his grasp of religious history, theology and divine magic was impressively quick and he is among the youngest initiates to complete training.  Unlike most dwarves, however, he did not come to worship Torag.  Rather he devoted himself to Torag's brother, Angradd.  The dwarves deity of aggression in war and the forge fire.  To some extent he took this as a religious excuse for being hot-tempered.  One of the things that never made sense to him was the retreat from Stonegard keep.  "Why would Dwarves need to run from a bunch of rabble?"<br/>His training complete, he moved on to his mandatory stint in the local militia.  This was something that the temple instituted during his first year there.  "'You need to know how to use these weapons so that you can demonstrate them'…'Did it work, is he gone for a while?'"  As you can tell, he was not very popular at the temple.  The leaders at the temple were hoping that more exposure to other races, and military discipline would temper his attitude.  It might have even worked had his patrol not been sold out to a group of gnoll raiders.  Harsk survived, and managed to catch the treacherous human officer who betrayed them (gaining a scar in the process).  Needless to say, this only solidified his attitude of intense distrust toward non-dwarves (though it also helped him understand how even dwarves could be driven away).  <br/>On returning from his stint in the military he began preparing to move to an isolated mining community, when the temple was attacked by a coalition of bandits.  He spent the next year in intense action defending the temple.  Things finally came to a head when he convinced the temple leadership to allow him to take a strike force and hit the bandit camp in the wee hours of the morning.  <br/>Things fell apart for him shortly after.  He argued for the expulsion of all non-dwarves from the temple and surrounding towns.  After all, most of the bandits where humans and half-orcs.  Wy should the temple be surrounded by so many potential foes?  After many hours of heated discussion he left instead.  He has traveled far from his home, and the chance to help retake Stonegard, and take the fight to an enemy is pleasing.</div></div>