Brainer Barrenhammer

Dwarven Cleric of Torag


Male Dwarf Cleric 10
LG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +11


AC 22, touch 10, flat-footed 22 (10 armor, +2 shield)
hp 83 (10d8
Fort +12, Ref +6, Will +16; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities aura of protection, defensive training; DR 3/—; Resist resistant touch


Speed 30 ft.
Melee heavy shield bash 4/-1 (1d41) and
hammerfall 10/5 (1d8+3/x3)
Special Attacks channel energy, hatred, holy lance
Spell-Like Abilities
9/day—resistant touch, touch of good
Cleric Spells Prepared (CL 10th; concentration +18):
5th (3/day)—breath of life (DC 21), spell resistance, communal air walk, dispel evil (DC 21)
4th (4/day)—restoration, holy smite (DC 20), holy smite (DC 20), freedom of movement, neutralize poison
3rd (4/day)—protection from energy, protection from energy, searing light, invisibility purge, dispel magic
2nd (6/day)—lesser restoration, silence (DC 18), resist energy, hold person (DC 18), make whole, shield other, status
1st (6/day)—entropic shield, remove fear, shield of faith, protection from evil, comprehend languages, obscuring mist, liberating command
0 (at will)—detect magic, detect poison, light, stabilize


Str 12, Dex 10, Con 14, Int 11, Wis 22, Cha 16
Base Atk 7; CMB +8; CMD 18 (18 vs. bull rush, 18 vs. trip)
Feats Armor Proficiency (Heavy), Combat Casting, Extra Channel, Extra Channel, Selective Channeling
Traits focused mind, sacred conduit
Skills Acrobatics -5 (
0 to jump), Appraise 0 (2 to determine the price of nonmagic items with precious metals or gemstones), Climb -4, Craft (books) -2, Diplomacy 10, Escape Artist -5, Fly -5, Heal +11, Knowledge (religion) +4, Perception +11 (13 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -5, Spellcraft +11, Stealth -5, Swim -4
Languages Common, Dwarven
SQ aura, domains (good, protection), greed, hardy, slow and steady, spontaneous casting, stability, stonecunning
Combat Gear Potion of Cure Light Wounds (x2), Scroll of Cure Moderate Wounds, Cure Light Wounds, Healer’s kit; Other Gear Anvil Armor, Mithral heavy shield, Hammerfall, Boots of striding and springing, Cloak of resistance +2, Headband of mental prowess (Wis & Cha +2), Backpack, masterwork (empty), Bedroll, Belt pouch (empty), Chalk, Cleric’s vestments, Holy symbol, silver (Torag), Scroll case (empty), Signal whistle, Waterskin, Rings, Platinum, 459 GP, 9 CP, 50 GP of Valuables

Special Abilities

Aura (Ex) The Cleric has an aura corresponding to his deity’s alignment.
Aura of Protection (10 rounds/day) (Su) 30'r aura grants Energy Resistance 5 and a +1 deflection bonus to AC.
Cleric Channel Positive Energy 5d6 (10/day) (DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Focused Mind +2 to Concentration checks
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Holy Lance for 5 rounds (1/day) (Su) A melee weapon you are holding becomes holy
Potion of Cure Light Wounds (x2) Add this item to create a potion of a chosen spell.
Resistant Touch (9/day) (Sp) May donate Protection Domain’s Resistance bonus to ally by touch for 1 minute.
Scroll of Cure Moderate Wounds, Cure Light Wounds Add this item to create a scroll with spells on it.
Selective Channeling Exclude targets from the area of your Channel Energy.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Touch of Good (9/day) (Sp) Grant +5 to skill checks, ability checks and saving throws for 1r.

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Brainer Barrenhammer

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