Quill CR 4
Init +2; Senses Perception +10
AC 18, touch 12, flat-footed 16 (+5 armor, +1 shield, +2 Dex)
hp 29 (5d8)
Fort +4, Ref +5, Will +8
Speed 30 ft.
Masterwork Shortsword +9 (1d6/19-20/x2)
Dart +4 (1d4/x2)
Special Attacks sneak attack +1d6
Craft (Cartography) +8
Disable Device +7
Escape Artist +5
Knowledge (arcana) +6
Knowledge (dungeoneering) +6 (+8 to navigate underground)
Knowledge (engineering) +6
Knowledge (geography) +6
Knowledge (history) +6
Knowledge (local) +6
Knowledge (religion) +7
Sense Motive +9
Sleight of Hand +5
Survival +4 (+6 to avoid becoming lost when using this)
Use Magic Device +6
Magical Knack: Cleric, Sacred Conduit
Channel Smite, Extra Channel, Improved Channel, Rogue Weapon Proficiencies, Selective Channeling
Common, Kelish, Osiriani
b]Cleric Spells Prepared [/b](CL 5):
2 (3/day) Hold Person (DC 16), Silence (DC 16), Cure Moderate Wounds, Mirror Image
1 (4/day) Divine Favor, Command (DC 15), Disguise Self, Liberating Command, Ray of Sickening (DC 15)
0 (at will) Read Magic, Light, Detect Magic, Stabilize
aura, cleric channel negative energy 2d6 (7/day) (dc 17), domains (deception, memory), misdirection (3/day), recall (+4) (7/day), spontaneous casting, sudden shift (7/day), Night Raven Tattoos: Jolt (3/day) and (Vanish 2/day)
+1 Mithral Chain Shirt, Dart (6), Masterwork Buckler, Masterwork Shortsword;
Backpack, Masterwork (1 @ 0 lbs), Compass, Ink (1 oz. vial, black), Mask, Spell component pouch, Thieves' tools, masterwork, Tool, masterwork: Craft (Other), Unholy symbol, silver: Small Mask, Wand of Cure Light Wounds, Potion of CLW, Wig
Channel Negative Energy 2d6 (7/day) (DC 16) (Su) - 0/7
Dart - 0/6
Misdirection (3/day) (Ex) - 0/3
Recall (+3) (6/day) (Su) - 0/7
Sudden Shift (6/day) (Su) - 0/7
Jolt (3/day) - 0/3
Vanish (2/day) - 0/2
CLW Wand - 29 charges
Potion of Cure Light Wounds - 0/1
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Negative Energy 2d6 (7/day) (DC 17) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Domain: Deception Associated Domain: Trickery: Bluff, Disguise, and Stealth are class skills.
Cleric Domain: Memory Associated Domain: Knowledge
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Magical Knack: Cleric +2 CL for a specific class, to a max of your HD.
Map Maker's Kit +2 Circumstance for Survival to avoid becoming lost.
Misdirection (3/day) (Ex) Spend stealth points to gain a bonus to a Stealth check.
Recall (+3) (7/day) (Su) Touched creature can retry a failed knowledge check with a +3 bonus
Selective Channeling Exclude targets from the area of your Channel Energy.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Sudden Shift (7/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.
[dice]d20 + 10[/dice]