Kilain Gravendak  

Details
Class: Race: Alignment: Deity:
Cleric Dwarf Lawful Good Torag
Level: Size: Age: Gender:
1st Med 60 Male
Height: Weight: Eyes: Hair:
4'5" 206 lbs Brown Brown

Abilities
STR 12 +1
DEX 12 +1
CON 15 +2
INT 12 +1
WSD 17 +3
CHA 12 +1
 
Hit Points
TOTAL wounds subdual
10 0
Initiative
TOTAL dex other SPEED
+1 +1 0 20
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
17 10 +5 +1 +1 0 0

Battle Scores
MELEE = base + str + magic + other
+1 0 +1 0 0
RANGED = base + dex + magic + other
+1 0 +1 0 0
Saving Throws
TOTAL = base + stat + magic + other
FORT +5 +2 +2 0 +1
REFL +2 +0 +1 0 +1
WILL +5 +2 +3 0 0

Weapons
Weapon Bonus Damage Critical Range Weight Size Type Special
Warhammer +1 1d8+1 20/x3 0 5 lbs Med Bludgeon
Dagger +1 1d4+1 19-20/x2 10' 1 lb Medium S/P +1 from range
Light Crossbow +1 1d8 19-20/x2 80' 4 lbs Medium Pierce 20 bolts

Armor
Armor Type Bonus Penalty Max Dex % Failure Speed Weight Special
Scale Mail Medium +5 -3 +3 25% n/a 30 lbs takes 4 min to don/remove. hastily- 1 min and reduces bonus to +4
Light Steel Shield Shield +1 -1 n/a 5% n/a 6 lbs

Feats & Special Abilities
Feat / Ability Description/Notes
Darkvision (racial) 60 feet in black and white
Stonecunning (racial) +2 to Perception vs unusual stonework. Can make search check if walking within 10 feet of such. Can be used against Traps & Hidden Doors.
Weapon Familiarity (racial) Proficient with Battleaxes, Heavy Picks and Warhammers. Weapons labled as Dwarven are martial weapons.
Stability (racial) +4 on checks to avoid bull rush or tripping if both feet are on ground.
Hardy (racial) +2 to resist Poisons, Spells, and Spell-Like Abilities
Slow and Steady (racial) 20' movement. This is not lessened by encumbrance or armor.
Hatred (racial) +1 to hit Humanoids of the Orc and Goblinoid Sub-Type.
Defensive Training (racial) +4 Dodge Bonus vs Giant Subtype (Ogres, Trolls, Giants)
Lorekeeper (racial) Gain +2 Racial Bonus to Knowledge (History) that pertain to Dwarves and their enemies. They can make untrained skill checks with this skill. This replaces the Greed Racial ability
Weapon Proficiency (Cl1) Proficient with all Simple Weapons and with the Warhammer (Torag's Weapon)
Armor Proficiency (Cl1) Proficient with all Light & Medium Armor and Shields, except Tower Shields
Aura of Good (Cl1) Faint Aura of Good
Channel Energy (Cl1) 30' burst of Positive Energy that heals 1d6 to living or Can choose to harm Undead instead for 1d6 damage. Will Save for half- DC (10 + 1/2 clerics level + Clerics Cha Current DC-11) Can do this 4 x day (3x + cha mod) Current- 4 remaining
Orisons (Cl1) 0 level spells can be cast without limits to number of times a day.
1st Domain (Cl1) Earth: Kilain has mastery over earth, metal and stone. As standard action can unleash an Acid Dart targetting any foe within 30' as a Ranged Touch (+1 to hit) damage is 1d6 +1 (per 2 levels of cleric) Can be used 6xday (3+3 for wis) current- 5 remaining. Domain spells 1-Magic Stone
Guardian of The Forge (Trait) Religion (Torag)Trait- Sacred Duties are to protect the faithful, take lessons from the great craftsmen and strategists of the past, and prepare against dark times. Receive a +1 on both Knowledge Engineering and Knowledge History. Since Knowledge History is already a Cleric Class skill Knowledge Engineering will be a class skill as well.
Northern Ancestry (Trait) Campaign Trait- Kilain's Father came from the North, and the tales of the frozen lands at the top of the world that he grew up listening to excited his imagination. Kilain feel's most alive during the chill of winter, and as a child,he spent hours playing in the snow of the Mountains of The Five Kings. He rarely feel's the cold, and he's always had a restless longing to travel north. Kilain gain's a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.
Selective Channeling (1st) When you channel energy, you can choose a number of targets in the area up to your Charisma modifier (1). These targets are not affected by your channeled energy.
2nd Domain (Cl1) Artifice: Kilain can repair damage to objects. Artificer's Touch (Sp): Cast Mend at will using Cleric Level (Current-1st) as caster level. In addition can cause damage to objects and constructs by striking them with a melee touch attack. (+1 to hit current) Objects and constructs take 1d6 +1 for every 2 levels (Current 1d6+1) This attack bypasses damage reduction and hardness = to Cleric Level (current 1st) Can be used 3+ wis mod (+3) xday = 6/day Domain Spells 1st: Animate Rope
Deft Dodger (Trait) Combat. +1 to Reflex saves.

Skills
Skill Name Ability Skill Mod = Ability Mod + Ranks + Other
Acrobatics Dex +1 +1 0 0
Appraise Int (C) +1 +1 0 0
Bluff Cha +1 +1 0 0
Climb Str +2 +2 0 0
Craft Int (C) +1 +1 0 0
Diplomacy Cha (C) +1 +1 0 0
Disguise Cha +1 +1 0 0
Escape Artist Dex +1 +1 0 0
Heal Wis (C) +3 +3 0 0
Intimidate Cha +1 +1 0 0
Knowledge- Arcana Int (C) 0 0 0 0
Knowledge- History/Dwarven Int (C) +6/+8 +1 1 +4/+6
Knowledge- Nobility Int (C) 0 0 0 0
Knowledge- Planes Int (C) 0 0 0 0
Knowledge- Religion Int (C) +5 +1 1 +3
Linguistics Int (C) 0 0 0 0
Perception Wis +3 +3 0 0
Perform Cha +1 +1 0 0
Profession- Miner Wis (C) +7 +3 1 +3
Ride Dex +1 +1 0 0
Sense Motive Wis (C) +7 +3 1 +3
Spellcraft Int (C) 0 0 0 0
Stealth Dex +1 +1 0 0
Survival Wis +4 +4 0 0
Swim Str +2 +2 0 0
Knowledge: Engineering Int +6 +1 1 4
Craft: Tools Int +5 +1 1 +3

Spell List
Name Level Ready? Count Cast Time Range Save Description/Effect
Create Water 0 yes 1 1 Standard close none VS- Range: 25 ft. + 5 ft./2 levels (25'). This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large as possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Detect Magic 0 yes 1 1 Standard 60 ft. none VS- You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Spell or Object Aura Power Faint Moderate Strong Overwhelming Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level) Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact) Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6x10 minutes Overwhelming 1d6 days Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell.
Detect Poison 0 no 0 1 standard close none VS- Range: 25 ft. + 5 ft./2 levels (25'), You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Guidance 0 no 0 1 standard touch Will DC 13 VS- Lasts 1 Minute or until used. This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies
Light 0 no 0 1 standard touch none VDF (Holy Symbol). Duration- 10 min./level (10 minutes). This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Mending 0 no 0 10 minutes 10 ft. Will DC 13 VS- one object of up to 1 lb./level (1 lbs), This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Purify Food and Drink 0 no 0 1 standard 10 ft. Will DC 13 VS- 1 cu. ft./level of contaminated food and water (1 cu foot). This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Read Magic 0 yes 1 1 standard personal none VSF (a clear crystal or mineral prism)- Duration 10 min./level (10 minutes), You can decipher magical inscriptions on objects, books, scrolls, weapons, and the likes, that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell.
Resistance 0 no 0 1 standard touch Will DC 13 VSDF (Holy Symbol). Duration 1 minute. You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell.
Spark 0 no
Stabilize 0 no 0 1 standard close Will DC 13 VS- Range 25 ft. + 5 ft./2 levels (25'). Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally
Virtue 0 no 0 1 standard touch none VSDF- Holy Symbol. Duration 1 min. With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.
Animate Rope 1 no 0 Standard 110' None VS, Maximum length of rope 1" diameter and 55' long. increase/decrease length of rope per change in thickness. see page 242 CR. Commands can give rope follow: Coil, Coil & Knot, Loop, Loop & Knot, Tie & Knot, and the opposites of each. Can give 1 command each round. Lasts: 1R/Level current: 1 R. It can enwrap a creature within 1 foot of it. Range 10' for throwing the rope near a target Ranged touch attack. The rope has AC 10 2HP DC 23 ST check to burst. Entangles against failed Reflex save DC 14. Can Trip opponents, If a spellcaster is bound- DC16 Con check to cast. if entangled DC 20 escape artist check to slip free.
Ant Haul 1 no
Bane 1 no 0 1 standard 50 ft. Will DC 14 VSDF- (Holy Symbol) Duration: 1 min./level (1 minute) Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. Bane counters and dispels bless.
Bless 1 yes 1 1 standard 50 ft. none VSDF (Holy Symbol) Duration 1 min./level (1 minute). Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane.
Bless Water 1 no 0 1 minute touch Will DC 14 VSM (5 pounds of powdered silver worth 25 gp). This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water
Cause Fear 1 no 0 1 standard close Will DC 14 VS Range: 25 ft. + 5 ft./2 levels (25'). Target one living creature with 5 or fewer HD. Duration 1d4 rounds or 1 round. The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear.
Command 1 no 0 1 standard close Will DC 14 V Range: (25 ft. + 5 ft./2 levels) (25'). Duration 1 round. You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options. Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn. Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties. Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless. If the subject can't carry out your command on its next turn, the spell automatically fails.
Comprehend Languages 1 no 0 1 standard personal none VSDF (Holy Symbol). Duration 10 min./level (10 minutes). You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell.
Cure Light Wounds* 1 yes 1 1 standard touch Will DC 14 *Can be exchanged spontaneously for any other spell. VS. When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5) (1d8+1). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Dancing Lantern 1 no
Deathwatch 1 no 0 1 standard 30 ft. none VS. Area cone-shaped emanation. Duration 10 min./level. Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.
Detect Chaos/Law/Good/Evil 1 no 0 1 standard 60 ft. none VSDF (Holy Symbol). Area cone-shaped emanation. Duration: concentration, up to 10 min./ level (D)(10 minutes). You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you arestunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6x10 minutes Overwhelming 1d6 days Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell. Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect Chaos/Evil/Good/Law Creature/Object Aura Power None Faint Moderate Strong Overwhelming Aligned creature1 (HD) 5 or lower 5-10 11-25 26-50 51 or higher Aligned Undead (HD) -- 2 or lower 3-8 9-20 21 or higher Aligned outsider (HD) -- 1 or lower 2-4 5-10 11 or higher Cleric or paladin of an aligned deity2 (class levels) -- 1 2-4 5–10 11 or higher Aligned magic item or spell (caster level) 5th or lower 6th-10th 11th-15th 16th-20th 21st or higher 1 Except for undead and outsiders, which have their own entries on the table. 2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.
Detect Undead 1 no 0 1 standard 60 ft. none VSDF (Holy Symbol). Area cone-shaped emanation. Duration: concentration, up to 1 minute/ level (D) (1 minute). You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of undead auras. 2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the table below. Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below. HD Strength Lingering Aura Duration 1 or lower Faint 1d6 rounds 2-4 Moderate 1d6 minutes 5-10 Strong 1d6 x 10 minutes 11 or higher Overwhelming 1d6 days Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it
Doom 1 no 0 1 standard medium Will DC 14 VSDF (Holy Symbol). Range: (100 ft. + 10 ft./level) (120'). Duration: 1 min./level (1 minute). This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
Endure Elements 1 yes 1 1 standard touch Will DC 14 VS. Duration 24 hours. A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves. The creature's equipment is likewise protected. Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Entropic Shield 1 no 0 1 standard personal none VS. Duration 1 min./level (D) (1 minute). A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected.
Hide from Undead 1 no 0 1 standard touch Will DC 14 VSDF (Holy Symbol). Targets one touched creature/level (1). Duration 10 min./level (D) (10 minutes). Undead cannot see, hear, or smell creatures warded by this spell. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures (such as skeletons or zombies) are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. If it has reason to believe unseen opponents are present, however, it can attempt to find or strike them. If a warded creature attempts to channel positive energy, turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.
Magic Stone (Domain-Earth) 1 yes 1 1 standard touch Will DC 14 VSDF (Holy Symbol). Targets up to three pebbles touched. Duration 30 minutes or until discharged. You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.
Magic Weapon 1 no 0 1 standard touch Will DC 14 VSDF (Holy Symbol). Duration 1 min./level (1 minute). Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls. You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.
Obscuring Mist 1 no 0 1 standard 20 ft. none. VS. Effect cloud spreads in 20-ft. radius from you, 20 ft. high. Duration 1 min./level (D) (1 minute). A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater.
Prot. vs Chaos/Law/Good/Evil 1 no 0 1 standard touch Will DC 14 VSDF (Holy Symbol). Duration 1 min./level (D) (1 minute). This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion. Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Remove Fear 1 no 0 1 standard close Will DC 14 VS. Range(25 ft. + 5 ft./2 levels) (25'). Targets one creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart. Duration 10 minutes. You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell. Remove fear counters and dispels cause fear.
Sanctuary 1 no 0 1 standard touch Will DC 14 VSDF (Holy Symbol). Duration 1 round/level (1 round). Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.
Shield of Faith 1 no 0 1 standard touch Will DC 14 VSM (Parchment with Holy Text Written on it). Duration 1 min./level (1 minute). This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).
Summon Monster I 1 no 0 1 round close none VSDF (Holy Symbol). Range (25 ft. + 5 ft./2 levels) (25'). Duration 1 round/level (D)(lasts 1 round). This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on Table: Summon Monster. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish). When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table: Summon Monster marked with an "*" are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an "*" always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

Gear
Gear Location Weight Description/Special
Warhammer Belt (or hand) 5 lbs Cost- 12 gold.
Dagger Right Hip 1 lbs Cost- 2 Gold
Light Crossbow back 4 lbs Cost- 35 gold
crossbow bolts in case on right hip 4 lbs Cost- 4 gold #= 40
Scale Mail Body 30 lbs Cost- 50 gold
Light Steel Shield left arm 6 lbs Cost- 9 gold
Silver Holy Symbol of Torag neck 1 lb Cost- 25 gold
Spell Component Pouch Right Hip 2 lbs Cost- 5 gold
Explorers Outfit Body n/a Free (1st outfit)
Backpack Back 2 lbs Cost- 2 gold.
Scroll case on leather strap .5 lb cost- 1 gold
10 pieces of chalk belt pouch 0 cost- 1 silver
flint & steel belt pouch 0 cost- 1 gold.
Belt pouch right hip .5 lb cost- 1 gold.
10 days trail rations backpack 10 lbs cost- 5 gold
waterskin body 4 lbs Cost- 1 gold
1 flask holy water belt pouch 1 lb cost- 25 gold
prayer book to Moradin back pack 3 lbs cost- 15 gold
Hex Nail Belt Pouch n/a Cost- 20 GoldCarrying a hex nail grants its possessor a +2 resistance bonus on all saving throws against the hexes, spells, spell-like abilities, and supernatural abilities of fey, hags, and witches. A hex nail automatically grants its bonus when its possessor is targeted by such an effect. Once a hex nail has granted its bonus on a single saving throw, it becomes a nonmagical nail.
scrolls scrollcase 1. Shatter 2. Shield Other

Treasure/Money
Item Location Value Weight Description/Special
Gold Pieces Purse 54 54 Gold
Silver Pieces purse 6.1 61 silver
Copper Pieces Purse .6.2 62 cp

Experience
Current Next Level
??

Description
Kilain is a very straightforward Dwarf. He has a stubborn streak a mile wide and does not take kindly to anyone besmirching his or any other dwarven name. He is a dwarf among dwarves. But no firmer friend has there ever been. Get on his good side, and he will move mountains for you.

Among his trademarks is his use of a subvocal "Hurrrm" which can be a question, a swear word, a statement, a voice of displeasure, an epitaph, a battle cry and whatever else comes to mind. Kilain is a master of the understatement.

Languages: Dwarf, Taldane, Goblin
Encumbrance:
Favored Class: Cleric (Took 1 Skill Rank at 1st)
Bonus ranks per game in Craft:Tools and Profession: Miner

Personality
No Personality Assigned.

Background
Kilain, 3rd born in House Gravendak, of Clan Quarrymaster of the Hammer Halls, in The Five Kings Mountains. As is normal, The First born carries the Family Name as heir, 2nd goes in the military and 3rd goes to the church. Kilain went to the church. He has been training in his prayers to The Soul Forger and follows the tenents of the Dwarven Faith as close as possible. He is eager to serve the church and awaits their first assignment.

The Church Elders through divination have determined that a time of great danger is coming to The world. They cannot tell from where this danger will come...the only thing that they see again and again is the name of a Town in Southern Taldor, Heldren. So Per their instructions He has journeyed from The Hammer Halls to Southern Taldor, near the border Qadira, to See what role he can play in forestalling this great danger....