Gary Oswald Level 20
Race: Dwarf Alignment: CE God: Grummish
Languages: Common, undercommon, Abyssal, Infernal, Draconic, Elven, Dwarven, Aquin, Terran.

Strength: 17 +3
Dexterity: 20 +5
Constitution: 17 +3
Intelligence: 15 +2
Wisdom: 24 +7
Charisma: 10 +0

BAB: +15/+10/+5 Fort: +15 Ref: +12 Will: +26
CMB: +18 CMD: 33
HP: 183
AC: 37 SR: 15% Crit Resist: 20%
Resistances: 30 all.

Racial Features:
+4 AC against giant subtype
+2 on saves against poison, spells, or spell-like abilities.
+4 CMD when being bullrushed or tripped.
+2 appraisal on non-magical items.
+2 perception on unusual stonework such as for checking for traps or hidden doors.


Class Features:

Detect Evil Aura: 60 ft radius. You can activate or turn this off as a free action. First round you can detect the presence of evil. Second round you can determine how many evil objects or creatures are in the room and can determine the most potent one. On the third round you can directly pinpoint where each evil aura is.
Channel Energy: Burst of 30 feet. Heals all undead or harms all living by 10d6 points of negative energy. This can be saved against with a Will DC20. Usable 5/Day.
Spontaneous Casting: The cleric can choose at any time to replace any prepared spell with an "inflict" spell.
Domains: Protection Domain, Earth Domain.

Earth Domain
Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6+10 points of acid point for every two cleric levels you possess. You can use this 10/Day.

Acid Resistance (Ex): Immune to Acid.

Domain Spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only).

Protection Domain
Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 10.

Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for up to 20 rounds. You and your allies within this aura gain a +5 deflection bonus to AC and resistance 10 against all elements (acid, cold, electricity, fire, and sonic).

Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.

Prepared Spells
Spell DC Save: 17+spell level.
0- Virtue, Resistance, Detect Poison, Stabilize.
1- Magic Weapon, Diagnose disease, Protection from evil, cure light wounds, Sanctuary..
2- Blessing of courage and life, Make whole, Owl's Wisdom, Surmount affliction, soften earth and stone.
3- Protection from energy, Dispel magic, remove disease, remove curse, water walk.
4- Dimension anchor, spell immunity, restoration, holy smite, air walk.
5- Wall of stone, Clense, Holy Ice, Inflict light wounds (mass), summon monster V
6- Anti-Magic field, Harm, Inflict moderate wounds (mass), Heal.
7- Elemental Body (earth), Summon monster VII, Inflict serious wounds, greater scrying, Regenerate.
8- Earthquake, summon monster VIII, Symbol of death, Inflict critical mass wounds, Dimension lock, Spell immunity greater.
9- Prismatic sphere, Summon monster IX, Storm of vengeance, Soul bind, Interplanetary teleport.

Skills:
Acrobatics +7, Appraise +18, Craft +21, Diplomacy +15, Fly +5, Heal +28. Knowledge (Arcane, history, planes, religion, nobility) +24, Linguistics +21, Profession, +25, Sense Motive +25, Spellcraft +28.

Feats:
Acrobatic- +2 acrobatics and fly.
Augment Summoning- Summoned creatures gain +4 Str and Con.
Improved Channel Energy- +2 on damage and on the save DC.
Command Undead: Undead you hit with channel negative energy are commanded by you.
Diviner's Interference: Sacrifice a spell to force an opponent to reroll an attack.
Extra Channel: Channel energy can be used 2 more times per day.
Fast Healer: When you gain HP you add on half your Con modifier,
Iron Will: +2 to will saves.
Lightning reflexes: +2 Ref saves.
Toughness: +3Hp and +1 per level after the third level.

Armor:
+3 Spell Deterring Studded Leather: +6AC. You gain 15% Spell resist.
+1 Improved Energy Resistance Large Iron Shield. +3AC. 30 Resist all energy.
+1 Improved Will Dragon Helm: +1AC. 20% Critical protection. +5 Will Save.

Weapons
+4 Acid Burst Morning Star: 1d8+4. 20/X2. On a crit flames erupt changing it to a X3 modifier and deals an addition 2d10 points of acid damage in a 10ft radius.
+2 Light Crossbow of speed: 1d8+2. 19-20/X2. When making a full attack you get one additional attack. (200 Bolts)
+3 Battle Axe: 1d8+3. 20/X3.

Other
Water Purification Sponge
Everburning Torch.
Belt with pouches.
Waterskin
Holy Symbol
Bedroll
Winter Blanket
Whistle
20Ft chain
Skeleton Key
60ft Silk Rope
Flint and Steel
Grappling Hook
10ft Pole
3 Cure Serious Wounds Potions.
1 Gaseous Form Potion.
1 Greater Magic Weapon (+5) Potion.
1 Potion of Invisibility
2 Neutralize Poison Potions.
2 Rings of Protection +3 AC
Rod of Escape: +5 CMD when trying to evade or break a grapple, and you cannot be pinned.
2 Scrolls of Permanency.
1 Scroll of Mass Hold Person (all within 30ft).
1 Scroll of Teleport Object.
Wand of Charm Monster: 6 charges.
Runewell Amulet (Artifact): +5 AC. Fly 60ft. Fast heal 10. You don't need to eat, drink, or age.