Chasing the Sihedron
Male Aasimar Cleric 1
N Medium Outsider (native)
Init +1; Senses darkvision; Perception +7
AC 16, touch 11, flat-footed 15 (+4 armor, +1 shield, +1 Dex)
hp 8 (1d8)
Fort +2, Ref +1, Will +6
Resist acid 5, cold 5, electricity 5
Speed 20 ft.
Melee Light Shield Bash -5 (1d3-1/x2) and
Dagger -1 (1d4-1/19-20/x2)
Ranged Light crossbow +1 (1d8/19-20/x2)
Spell-Like Abilities Daylight (1/day)
Cleric Spells Prepared (CL 1):
Str 9, Dex 12, Con 10, Int 12, Wis 18, Cha 14
Base Atk +0; CMB -1; CMD 10
Feats Selective Channeling
Traits Alabaster Outcast, Sacred Conduit
Skills Acrobatics -5 (-9 jump), Climb -7, Diplomacy +4, Escape Artist -5, Fly -5, Knowledge (religion) +5, Perception +7, Ride -5, Spellcraft +5, Stealth -5, Swim -7
Languages Abyssal, Celestial, Common
SQ aura, cleric channel positive energy 1d6 (5/day) (dc 13), domains (healing, souls, pharasma), rebuke death (7/day), spontaneous casting, touch the spirit world (1 rounds) (7/day)
Combat Gear Holy water, Tindertwig (5); Other Gear Chain shirt, Light wooden shield, Dagger, Light crossbow, Candle (3), Pharasma, Ink, black, Inkpen, Journal, Noble's outfit, Pathfinder's kit, Signet ring, 26 GP
Alabaster Outcast +1 Diplomacy & Intimidate within Magnimar.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (5/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Souls, Pharasma) Associated Domain: Repose
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Rebuke Death (7/day) (Sp) Heal 1d4 damage to creatures at negative HP.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch the Spirit World (1 rounds) (7/day) (Su) Allow touched weapon to harm incorporeal targets.