Role: Halvair is the leader of this fine expedition, though discipline tends to be fairly lax unless somebody is actually supposed to be on duty. He works to keep the team together, happy, and alive.
Male Aasimar Cleric 1
Chaotic Neutral Outsider (Native)
Init: +2; Senses: Perception +6, Darkvision 60'
Speed: 30'
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DEFENSE
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AC 17, Touch 12, FF 15 (+2 Dex, +4 Armor, +1 Shield)
HP 10 (8 + 2 Con)
Fort +4, Ref +2, Will +6
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OFFENSE
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MW Stinging Scorpion Whip: +3 Melee (1d4+2, 20/x2)
Whip: +2 Melee (1d3+2 subdual, 20/x2)
Club: +2 Melee (1d6+2, 20/x2)
Cold Iron Dagger: +2 Melee (1d4+2, 19-20/x2)
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STATISTICS
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Str 15, Dex 15, Con 14, Int 14, Wis 19, Cha 20
BAB +0; CMB +2; CMD 14
Feats:
1) Hero's Fortune
Traits:
Nonchalant Thuggery
Prehensile Whip
Wasp Whisperer
Skills:
Bluff: +9 (1 rank, 3 class, 5 ability)
Diplomacy: +11 (1 rank, 3 class, 2 racial, 5 ability)
Profession (Sailor): +8 (1 rank, 3 class, 4 ability)
Sense Motive: +8 (1 rank, 3 class, 4 ability)
Stealth: +4 (1 rank, 3 class, -2 armor, 2 ability)
Languages: Aquan, Celestial, Common, Polyglot
Combat Gear: Chain Shirt, Darkwood Buckler, MW Stinging Scorpion Whip Channel Focus, 3 Whips, Cold Iron Dagger, Club, Light Crossbow, 20 Bolts
Mundane Equipment: Traveler's Outfit
Carrying Capacity: 66 / 133 / 200
Remaining Gold: 798
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SPECIAL ABILITIES
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Resist 5 Acid, Cold, and Electricity
+2 Diplomacy and Perception
Daylight 1/Day (CL 1)
Domains: Luck and Trickery (Deception)
Bit of Luck 7/Day
Sudden Shift 7/Day
Channel Positive Energy 8/Day (1d6, Will DC 15)
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SPELLS
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0th: Guidance, Light, Mending
1st: Bless, Cause Fear, True Strike*