Bariaur Racial Abilities:
Spell Resistance, Greater:
Bariaurs gain spell resistance equal to 11 + their character level.
Perception and Knowledge(local) are always considered class skills for members of this race.
Bariaurs gain a +10 foot bonus to their base speed.
Darkvision 60 Feet:
Bariaurs can see in the dark up to 60 feet.
Bariaurs possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts.
Cleric Class Abilities:
Aura (Ex): Good, Chaotic
Spells: A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Channel Energy (Su): 4d6 (DC 13) 2/day
Liberty’s Blessing (Sp): You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier.
Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.
Domain Spells: 1st—sanctuary, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—plane shift, 6th—greater dispel magic, 7th—refuge, 8th—mind blank, 9th—freedom.
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.
Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Heavy Armor Proficiency (1)
Scribe Scroll (3)
Martial Weapon Proficiency (Heavy Flail)(7)
The City Protects: You feel safe and secure in urban environments, even in cities whose laws you find unjust—it is the physical fact of the city that you take solace in. Benefit In any settlement, you gain a +2 trait bonus against fear effects. If you fail a save against a fear effect, you may make a new save each round you remain in the city to overcome the fear effect as long as the fear effect persists.
Adventurous Explorer: You are one of the few of the Ivory Plateau herd to brave the world outside Ysgard. Benefit: When frightened or shaken, you only take a -1 penalty on your rolls instead of -2.
Cosmopolitan:Your exposure to the huge variety of cultures across the Planes has given you an ear for languages. Benefit: You gain a +1 trait bonus on Linguistics checks, and Linguistics is always a class skill for you.
Veteran of Battle:You have fought in several battles, and each time felt the power of freedom guiding your sword-arm, making you ready to act at a moment’s notice. Benefit: You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.
Escape Artist: -5
Sense Motive: +3