Durus Thunderstrike CR 14
Male Dwarf Cleric 10 Fighter (Two-Handed Fighter) 5
LG Medium Humanoid (Dwarf)
Init plus 5, Senses Darkvision 60’, Perception plus 11
Aura Metal Fists (7/ day)
AC 29, touch 11, flat-footed 28 (plus 13 armor, plus 1 Dex, plus 5 natural)
hp 202 (5d10 + 10d8 + 90)
Fort + 19, Ref + 8, Will + 15
Defensive Abilities Defensive Training, Resist acid 10
Silva plus 16/ + 11/ + 6 (2d6 + 22/ 19-20/ x3)
Special Attacks Overhand Chop, Shattering Strike + 1, Weapon Training: Hammers
Spell-Like Abilities Artificer’s Touch (7/day)
Cleric Spells Known (CL 10, 11 melee touch, 13 ranged touch):
5 (2/day) Break Enchantment (DC 19), Wall of Stone (DC 19), Flame Strike (DC 19)
4 (4/day) Restoration (DC 18), Dismissal (DC 18), Cure Critical Wounds (DC 18), Spike Stones (DC 18), Freedom of Movement (DC 18)
3 (4/day) Cure Serious Wounds (DC 17), Stone Shape, Stone Shape, Daylight, Blindness/Deafness (DC 17)
2 (5/day) Restoration, Lesser (DC 16), Bull’s Strength (DC 16), Make Whole, Heat Metal (DC 16), Hold Person (DC 16), Bestow Weapon Proficiency (DC 16)
1 (5/day) Shield of Faith (DC 15), Protection from Evil (DC 15), Magic Stone (DC 15), Cure Light Wounds (DC 15), Detect Evil, Remove Sickness (DC 15)
0 (at will) Resistance (DC 14), Stabilize, Detect Magic, Cure Minor Wounds (DC 14)
Str 17, Dex 13, Con 21, Int 14, Wis 18, Cha 14
Base Atk + 12, CMB + 15 (+ 16 Sundering), CMD 26 (27 vs. Sunder)
Feats Craft Magic Arms & Armor, Extra Channel, Improved Critical: Earth Breaker, Improved Initiative, Power Attack – 4/+ 8, Selective Channeling, Spell Penetration, Toughness +15, Two-Handed Thrower, Weapon Focus: Earth Breaker, Weapon Specialization: Earth Breaker
Skills Acrobatics -4, Appraise +6, Bluff +3, Climb -2, Craft (Armor) +7, Craft (Weapons) +7, Diplomacy +6, Disguise +3, Escape Artist -3, Fly -4, Heal +12, Intimidate +6, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +6, Knowledge (Engineering) +7, Knowledge (History) +6, Knowledge (Planes) +11, Knowledge (Religion) +11, Perception +11, Ride +2, Sense Motive +10, Spellcraft +20, Stealth -4, Survival +8, Swim +2
Languages: Celestial, Common, Dwarven, Goblin
SQ Aura (Ex), Channel Positive Energy 5d6 (7/day) (DC 17) (Su), Cleric Domain: Artifice, Cleric Domain: Metal, Dancing Weapons (1/day) (Su), Forge Variant Channeling (±3 Sacred), Greed, Hardy + 2, Hatred, Slow and Steady, Spontaneous Casting, Stability, Stonecunning +2
Combat Gear: + 4 Adamantine Full Plate Adamantine: Damage Reduction 3/ , Silva
Other Gear: Amulet of Natural Armor + 5, Boots of the Winterlands, Cloak of Resistance + 3
Artificer’s Touch (1d6 +5) (7/ day) (Sp) Melee touch attack deals 1d6 +5 damage to objects or constructs, bypassing 10 hardness.
Aura (Ex) The Cleric has an aura corresponding to his deity’s alignment.
Channel Positive Energy 5d6 ( 7/day) (DC 17) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Artifice Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
Cleric Domain: Metal Associated Domain: Earth
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.
Dancing Weapons ( 1/day) (Su) Grant weapons the dancing power.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training ( +4) +4 dodge bonus to AC against monsters of the Giant subtype.
Forge Variant Channeling ( ±3 Sacred) AC bonus to metal armor/enhanced damage vs metal constructs 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 racial bonus to attacks against Orcs and Goblinoids.
Metal Fists ( 7/day) (Su) Swift action: Your fists feal 1d6 damage, do not provoke AoO, and ignore hardness 10
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Power Attack minus 4/ + 8 You can subtract from your attack roll to add to your damage.
Selective Channeling Exclude targets from the area of your Channel Energy.
Shattering Strike (Ex) + 1 Sunder and damage vs. objects.
Slow and Steady Your base speed is never modified by encumbrance.
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Spontaneous Casting: The Cleric can convert stored spells into Cure or Inflict spells.
Stability + 4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Two-Handed Thrower Gain Str bonus when using two hands to throw a one or two-handed weapon
Weapon Training: Hammers (Ex) +1 Attack, Damage, CMB, CMD with Hammers