Hadurin (LG)The Iron Handed
The youngest of the three Brothers of Creation. Hadurin seeks not power or fame. Unlike his brothers he is quiet and reserved. He believes that the simple act of hard work and doing your best are admirable qualities.
"A Job well done is it's own reward" As the God of Labour and Duty, his practical teachings make him popular among farmers, miners, and smiths. His followers are to be dedicated to their craft, hard working, and compassionate, The churches of Hadurin often have extra tools to loan out to the community, and Hadurian Priests will often spend their week helping on farms in their community, assisting if someone fall ill, or is having a rough season."Do what is right. Do it well. That is enough"
Relations:
-Wise counsel to most of the Good Gods
-A respectful relationship with his brother Balmoth
-Regularly frustrated with Polis
-Dislikes the Chaotic Evil Gods, Gazeck and Sithrak most of all
Scripture: The Way of Mountains
A heavy book, weighed often by iron incorporated in the binding. The book teaches those to remember and respect the value of hard work. The majority of the book is broken into four stories: "The Farmer, "The Miner, "The Mother" and "The Maker" detailing the lives of each and how through their small actions they each changed and forged the world around them, often in ways unbeknownst to them.
Heralds:
-Hadurin's right hand is a great stone goliath known as Terbis. It was the first being he created to aid him in his toil.
-Loyal beasts of burden such as oxen or dogs sometimes act as messengers for him
Curse/Blessings:
Those who are lucky enough to receive Hadurins blessing will find tasks completed ahead of schedule. And their backs will remain strong well into old age.
Those who's sloth garners Hadurins anger will find their tools rusted or broken, and a feeling of aimless boredom consume them.

Obedience
Spend half an hour mending and maintaining one of your tools. This can be a Hammer, an Axe, a Pickaxe, a Chisel, Sheers, or a Scythe. For a tool to be considered yours, it has to be a tool you own that has been in your possession for at least 24 hours. Gain a +4 Sacred bonus on Profession checks, and treat your Strength score as 1 higher when determining your carrying capacity.
Evangelist
1: Miner's Blessing
Expeditious Excavation 3/day
Ironskin 2/day
Burrow 1/day
2: Might of the Farmer: Great strength finds those who need it most, granting even the weakest individuals near supernatural abilities in moments of panic or to rescue loved ones, and Hadurin's evangelists are especially prone to such instantaneous bursts of might. Treat your carrying capacity as though your Strength ability score were 3 points higher than it actually is. Once per day, you can lift up to two unconscious or dead Medium or smaller creatures and their equipment onto your shoulders and still move up to your base speed, ignoring the added weight of your fallen comrades. You cannot both attack and move in the same round while carrying one or more creatures in this way. You can carry your companions in this way for a number of rounds equal to your Hit Dice; afterward, they encumber you as normal.
3: Iron Flesh: You gain a Sacred bonus equal to your Wisdom modifier modifier on your Fortitude saving throws. Additionally, for a number of rounds equal to half your level, gain DR /- equal to your Wisdom modifier, the DR can be activated as a swift action and dismissed as a free action, the rounds do not need to be used consecutively.
Exalted
1: Laborer's Boon
Ant Haul 3/day,
Masterwork Transformation 2/day,
Shape Stone 1/day
2: Stoneskin:Your skin is thick and tough , every scratch and burn associated with years of Labor in Hadurins name. As a free action, you can toughen your skin further, gaining DR 10/chaotic and evil. Dismissing this ability is also a free action. This ability lasts a number rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). The rounds don’t need to be consecutive.
3: Hammerfist Ally: You can bring forth an ancient stone construct forged specifically to protect the beloved followers of the Father of Creation. Once per day as a standard action, you can summon 1d3 stone golem to aid you. You gain telepathy with the golem to a range of 100 feet. The golems follow your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its home. The golems take the form of a sculpted dwarf hero wielding two massive Pickaxes, the holy symbol of Hadurin hanging prominently around its neck. Its statistics remain unchanged despite these cosmetic alterations.
Sentinel
1: Enduring Strength
Endure Elements 3/day
Bear's Endurance 2/day,
Magic Weapon Greater 1/day
2: Holy Artificer: The spirit of an ancient crafter or artisan guides your hand when you set your mind toward creation, inspiring you and helping you perfect your craft. You gain the Artificer’s touch granted power from the Artifice domain if you don’t already have access to it. Use your character level instead of cleric level to determine the power of your artificer’s touch.
3: Might of the Avalanche: As a swift action, you can increase your physical might. You gain a +1 profane bonus on melee attack rolls, melee weapon damage rolls, Strength checks, and Strength-based skill checks, as well as DR 1/— until the end of your next turn. You can use this ability a number of rounds per day equal to your Hit Dice; these rounds need not be consecutive. If you use this ability on consecutive rounds, the duration resets; the bonuses from consecutive uses stack.