Magical Knack (Cleric): Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Missionary (Sarenrae): Knowledge (Religion) class skill/+1 Knowledge (religion) checks.
•Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma.
Deathless Spirit: Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Heavenborn Born in the celestial realms, aasimars with this racial trait gain a +2 bonus on Knowledge (planes) checks and they cast spells with the good or light descriptor at +1 caster level. This racial trait replaces the skilled and spell-like ability racial traits.
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Special Abilities Class:
Aura (Lawful Good)[Ex], Channel Energy (Su): 1d6 (DC 16 Will)/6: per day, Spontaneous Casting Cure Spells, Can't cast Evil Spells, Favored Class: +1 damage channeling positive energy against undead/evil outsiders with Alignment Channel.
Domain/Abilities:
Domain: Glory (Heroism), Sun
Glory (Heroism): When you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. 6/day.
Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
Encumberance:
Light Load: 58 lbs or less./Med: 59-116/Heavy: 117-175
Gold: 282
Silver: 9
Copper:
Appearance:
Hamzah is a tall, well-built man with wool-like black hair. He is well-groomed having medium length hair with a short, well-kept beard and moustache. He has golden eyes. His skin is dark brown from spending more time outdoors than in. He wears metal armor and carries a shield which proudly displays the symbols and markings of a worshiper of Sarenrae. He is a man with a serious expression and a sparkle of the zeal of his devotion to Sarenrae constantly present in his eyes.
Personality:
Background:
Hamzah is descended from a family dedicated to Sarenrae. They are priests and paladins who spread the word of Sarenrae with voice and blade. They hunt down evil wherever it may hide and cleanse it with the light of the sun.
It is said that Sarenrae blesses some of the children of Hamzah's family with the blood of angels. If she should bestow such a blessing upon a child, that child will aspire to greatness in her name. Hamzah is such a blessed child. He has passed all the tests that show he has the blood of angels in him. He has been named Hamzah Hamas Al Dajinnah (Fire of Heaven). He is held to higher moral expectations than others and expected to go forth into the world and do great deeds in the name of Sarenrae.