Dain Stoneheart
Ability Str Con Dex Int Wis Cha
Score 18 15 11 14 19 13
Mod +4 +2 +0 +2 +4 +1
Mod+Lvl +6 +4 +2 +4 +6 +3
Init AC PD MD HP Recov Recov Die
+2 20 15 15 36 8 2d8+2
M. Atk M. Dam On Miss
+6 2d8+4 2
R. Atk R. Dam On Miss
+2 2d6+0 0

Racial Power:
Is that your best shot?
Once per battle as a free action after you have been hit by an enemy attack, you can heal using a recovery. If the escalation die is less than 2, you only get half the usual healing from the recovery. You can’t use this ability if the attack drops you to 0 hp or below.

Domain: Healing
When you cast a spell that lets you or an ally heal using a recovery, the target also adds hit points equal to double your level to the recovery.

Invocation: This battle, you gain an additional use of the heal spell. The first heal spell you cast after using this invocation allows the target to heal using a free recovery instead of spending a recovery.

Adv. Feat: When you cast a spell that allows an ally to heal using a recovery, you can let them use one of your recoveries instead.

Domain: Justice
Once per turn when an enemy scores a critical hit against you or one of your nearby allies or drops you or one of your nearby allies to 0 hp or below, you gain an attack-reroll blessing. Immediately choose a nearby ally and give them the blessing as a free action; you can’t hold on to it.

Invocation: This battle, add double your level to the miss damage of your attacks and the attacks of your nearby allies.

Domain: Strength
You can wield heavy/martial weapons without an attack penalty.

Invocation: This battle, you and your nearby allies deal triple damage instead of double damage on critical hits with melee attacks.

Adv. Feat: Once per battle, you can deal extra damage to one target you hit with a melee attack as a free action equal to d4 x Strength Mod OR Level, whichever is higher.


  • Heal
    • Battle x2; CQS; Quick
    • Effect: The target can heal using a recovery.
  • Bless
    • Daily; Ranged; Quick
    • Power: One nearby ally gains a +2 attack bonus until the end of the battle.
    • Broad: Choose up to three nearby creatures (including you); each target gains a +1 attack bonus until the end of the battle.
  • Hammer of Faith
    • Daily; CQS; Action
    • Effect: Until the end of the battle, your basic melee attacks use d12s as their base weapon damage dice.
  • Shield of Faith
    • Daily; Ranged; Quick
    • Power: One nearby ally gains a +2 bonus to AC this battle.
    • Broad: Choose up to three nearby creatures (including you); each target gains a +1 bonus to AC this battle.
  • Spirits of the Righteous
    • Battle; Ranged; Action
    • Atk: Wisdom + Level vs. MD
    • Hit: 4d6 + Wisdom Holy Damage, and your nearby ally with the fewest hit points gains a +4 bonus to AC until the end of your next turn.
    • Miss: Your nearby ally with the fewest hit points gains a +2 bonus to AC until the end of your next turn.
  • Turn Undead
    • Daily; CQS; Action
    • Target: 1d4 nearby undead creatures, each with 55 hp or fewer.
    • Atk: Wisdom + Charisma + Level vs. MD
    • Hit: The target is dazed until end of your next turn.
    • Hit by 4+: 1d10 x your level holy damage, and the target is dazed until end of your next turn.
    • Hit by 8+: Holy damage equal to half the target’s maximum hit points, and the target is dazed (save ends).
    • Hit by 12+ or Nat 20: The target is destroyed.


  • Dwarven Plate; AC15
    • Finely-forged and built for purpose, Dwarven armour is the envy of all other races who value martial ability. Layered plates of scale and chain blended into a impenetrable bulwark granting unparalleled mobility and protection.
  • Shield; +1AC
    • No Dwarf worth their silver would be caught without a sturdy heater on their arm. This oblong shield provides further protection to the already heavily armoured Dwarves, as well granting a bevy of combat utility.
  • Hammer; 2d8
    • Forged shorter than a traditional human war-hammer, but easily twice the weight, the weapons wielded by Dwarven Clerics make a mockery of the armour worn by the races above-ground.
  • Holy Symbol
    • A pendant depicting the Great Wyrm holding back the abyss - the symbol of all Dwarven Clerics.
  • Crossbow; 2d6
    • A well-wrought arbalest of timber and steel.
  • Backpack:
    • bedroll, hutchie, kindling, flint & steel, 30ft rope, iron stakes, rations, ritual components
  • Winter Cloak
    • A thickly-sown cloak of grey-elk and rabbit hide.
  • Map of Frostbarrow, Snowhaven, and surrounding areas.
  • A pony named Castell
  • 25 GP

One Unique Thing:

  • I am the only Dwarven Cleric to leave the Forge - my quest for justice ensuring my exile from Dwarf lands.

Icon Relationships: 3 pts

  • The Dwarf King: [Conflicted +1] Publicly the Dwarf King is unable to support my quest for justice, and was forced to call for my exile. Privately however, I have his full support to hunt down the Lich and his vile servants.
  • The Lich: [Negative +1] The servants of the Lich have performed profane rituals to resurrect Dwarven ancestors. It fell to myself and a handful of others to put them to rest once more, the fallout resulting in a minor war between Clerics of differing opinions. As the only survivor, the punishment for desecrating an ancestor fell on my shoulders alone.
  • The Great Wyrm: [Positive +1] The Great Wyrm is the protector of the dead and the arch-enemy of the Lich, and it is through its blessing that we Dwarves may communicate with our ancestors. I have sworn myself to the Wyrm and will unflinchingly follow its guidance.

Backgrounds: 8pts

  • Forge-born: [2pts] Every true Dwarf is born in the thrumming halls of their mountain home, raised to venerate those which came before, and take pride in their labours and craftsmanship. If a Dwarf cannot master at least one craft by adolescence they are considered an anomaly and often ostracized.
  • Sworn to the Wyrm: [3pts] Dwarf Clerics swear fealty not only to the Dwarf King and their ancestors, but also to the Great Wyrm - the protector of the dead and bearer of the seal to the abyss. Through its teachings they learn the ways of invocation and resistance of the undead, as well as martial feats by which to smite their enemies.
  • Exiled: [3pts] Dwarves who suffer the dishonour of exile must rely not upon their families and clans, but instead their own wits and talents to survive in the lands above. As such exiles are master survivalists and social chameleons; able to blend into lands foreign to their own with little trouble. Those that don't do not often last long before falling afoul of the less-than-trust-worthy races.
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License