Thorax Bristlebeard    (Dwarf Male Fighter/Cleric)
Character Information   
Name: Thorax Bristlebeard XP/Next lvl: 21225 / 0
Class: Fighter/Cleric HP:curr/max 45 / 45
Alignment: LG AC:reg/rear/no shield -2 / 2 / 1
Race: Dwarf Level: 5
Age: 50 Height: 4'5
Weight: 170 Gender: Male
Encumbrance: Movement:
Languages:
Ability Scores   
STR: 18 ((73) +2 hit +3 dam 160 305 13 Door 25 Bars)
INT: 13 (+3 Prof/Lang)
WIS: 17 (+2/2/1 0 Failure)
DEX: 15 (-1 AC)
CON: 18 ((+4)* 99 Sys Shock 100 Survival)
CHR: 7 (3 Henchmen -2 Loyalty -1 Reaction)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
4 12 8 13 9

Notes:

Description and Background   
Description:


Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Battle Axe 3/2 7 1D8+5/1D8+5 y n 13
Throwing Axe 1 4 1D6+3/1D4+3 n n 15
Heavy Crossbow 1/3 10 2D4+1/1D6+1 n n 15
Equipment
Qty Item Location
1 Tower Shield (Dwarven sized) carried
1 Battle Axe carried
1 Throwing Axe belt
1 Heavy Crossbow slung
1 Quiver of Heavy Bolts (6) belt
1 Arming Jack, Robes, Boots worn
1 Stein (metal) belt
4 Holy Water vials pouch
1 pouch belt
1 whet stone pouch
1 flint and steel pouch
1 Holy Symbol worn
1 Lion ring and gauntlets.
1 Dwarven Plate worn


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 951 0 3 3
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Command
Command
Cure Light Wounds
Cure Light Wounds
Protection from Evil
Protection from Evil
Sanctuary

Level 2
Cure Moderate Wounds
Cure Moderate Wounds
Cure Moderate Wounds
Hold Person
Silence 15'
Spiritual Hammer

Level 3
Dispel Magic
Remove Paralysis


Spell Book



Notes
Specialty Priest of Clangeddin
Specialty Priests of Clangeddin (also known as Alaghor):

REQUIREMENTS: Strength 15, Wisdom 9
PRIME REQUISITES: Strength, Wisdom
ALIGNMENT: LG, LN
WEAPONS: Any
ARMOR: Any
MAJOR SPHERES: All, Combat, Guardian, Law, Protection, Sun, War
MINOR SPHERES: Charm, Creation, Divination, Elemental (earth), Healing, Necromantic, Travelers, Wards
MAGICAL ITEMS: Same as clerics
REQUIRED PROFICIENCIES: Battle Axe; Armorer or Weaponsmithing
BONUS PROFICIENCIES: Blindfighting, one weapon style specialization

While most alaghor (the plural form of alaghar) are shield dwarves or gold dwarves, members of nearly every dwarven subrace are called to be specialty priests of Clangeddin's clergy.
Alaghor may multiclass as alaghar/fighters, and if the DM allows kits for multiclassed characters, they may take any allowed fighter/cleric kit for dwarves.
Alaghor may select nonweapon proficiencies from the warrior group and fighting style specializations normally available only to warriors without penalty if the DM is using fighting style specializations from the Complete Fighter's Handbook or PLAYER'S OPTION: Combat & Tactics. Such fighting style specializations include weapon and shield style, two-handed weapon style, two weapon style, etc.
Alaghor can cast command (as the 1st-level priest spell) in combat situations twice per day.
At 3rd level, alaghor can cast spiritual hammer once per day.
At 5th level, alaghor can cast strength (as the 2nd-level wizard spell) on themselves once per day, receiving the benefit as if they were warriors, or they can cast strength of one (as the 3rd-level priest spell) once per day.
At 7th level, alaghor who are not multiclassed can make three melee attacks every two rounds.
At 10th level, alaghor can cast detect magic (as the 1st-level priest spell) at will.
At 13th level, alaghor can inflict a triple-damage battle axe blow once per day. (The attack must be selected after a successful hit, but before the damage is rolled.)
At 13th level, alaghor who are not multiclassed can make two melee attacks per round.
At 15th level, alaghor can cast blade barrier (as the 6th-level priest spell) once per day.
Weapon Proficiencies
Battle Axe (Spec)
Throwing Axe
Heavy Crossbow
Longsword
Shield

Bonus Style - Weapon and Shield Style
Non-Weapon Proficiencies
Armorer 11+1 (two spent)
Reading Writing (Dwarven) 14
Religion 17
Spellcraft 11
Stonemasonry 18

Dwarven (initial)
Common
Gnome

Bonus: Blind Fighting
Dwarf
By nature, dwarves are nonmagical and never use magical spells (priest spells are allowed however). This gives a bonus to dwarves' saving throws against attacks from magical wands, staves, rods, and spells. This bonus is +1 for every 3 - ½ points of Constitution score. Thus, for example, if a dwarf has a Constitution score of 7 he gains +2 on saving throws. These bonuses are summarized on Table 9.
Similarly, dwarves have exceptional resistance to toxic substances. All dwarven characters make saving throws against poison with the same bonuses that they get against magical attacks (see Table 9).
Also because of their nonmagical nature, however, dwarves have trouble using magical items. All magical items that are not specifically suited to the character's class have a 20 chance to malfunction when used by a dwarf. This check is made each time a dwarf uses a magical item. A malfunction affects only the current use; the item may work properly next time. For devices that are continually in operation, the check is made the first time the device is used during an encounter. If the check is passed, the device functions normally until it is turned off. Thus, a dwarf would have to check upon donning a robe of blending but would not check again until he had taken the robe off and then put it on again. If a cursed item malfunctions, the character recognizes its cursed nature and can dispose of the item. Malfunction applies to rods, staves, wands, rings, amulets, potions, horns, jewels, and all other magical items except weapons, shields, armor, gauntlets, and girdles. This penalty does not apply to dwarven clerics using priest items.
In melee, dwarves add 1 to their dice rolls to hit orcs, half-orcs, goblins, and hobgoblins. When ogres, trolls, ogre magi, giants, or titans attack dwarves, these monsters must subtract 4 from their attack rolls because of the dwarves' small size and combat ability against these much bigger creatures.
Dwarven infravision enables them to see up to 60 feet in the dark.
Dwarves are miners of great skill. While underground, they can detect the following information when within 10 feet of the particular phenomenon (but they can determine their approximate depth below the surface at any time).
Detect grade or slope in passage
1-5 on 1d6
Detect new tunnel/passage construction
1-5 on 1d6
Detect sliding/shifting walls or rooms
1-4 on 1d6
Detect stonework traps, pits, and deadfalls
1-3 on 1d6
Determine approximate depth underground
1-3 on 1d6
Note that the dwarf must deliberately try to make these determinations; the information does not simply spring to mind unbidden.