Knowledge Religion +7 [3rank+1int+3inclass]
Knowledge History +5 [1rank+1int+3inclass]
Knowledge Local +5 [1rank+1int+3inclass]
Knowledge Nobility +5 [1rank+1int+3inclass]
Heal +8 [1rank+4wis+3inclass]
Sense Motive +10 [3rank+4wis+3inclass]
Spellcraft +7 [3rank+1int+3inclass]
Diplomacy +6 [2rank+1chr+3inclass]
Feats and Traits:
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.
Benefits: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
You have lived for a time deep inside the necropolises of the pharaohs. Your exposure to undead creatures and their necromantic energies has strengthened your ability to resist the powers of the unliving.
Benefit(s): You gain a +1 trait bonus on saving throws against the supernatural abilities of undead creatures.
Protection from Evil
Comprehend Language (domain spell)
Burst of Radiance
Detect Thoughts (domain spell)
Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Healer’s Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.
Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.
Alexandria was born into a family that produced at least one scholarly Pharasmin cleric every generation. The reason behind this odd occurrence that spans back several generations is no longer known, but the reason range from everything from Atonement for graverobbing to a sacred vow to eradicate all undead. The debate on this topic is always most lovely during large family gatherings.
When Alexandria was born with a birthmark in the shape of Pharama's symbol, it was assumed that Alexandria would be her generation's cleric and at an early age she began her training. As part of her training, she would often take lesson's from various other clerics and scholars located nearby. One such scholar, was Dr. Finhast and it was at his house that she first met his daughter Crissa. Bonding over both being the daughters of noted (and often boring) scholars, the two girls often got into rather amusing misadventures together which often cause their parents to grow a few more white hairs on their heads.
Despite the occasional argument over who saw what boy first and Crissa's needy nature, the two young ladies have managed to remain friends for 10 years now and frequently travel together.
Wealth and Equipment:
29 gp / 4 sp
Amulet of Protection from Evil- (use once week for 10 minutes)
+1 Breastplate / 1,200 gp +7 +3 –4 25% 20 ft. 30 lbs.
Dagger 2 gp 1d4 19–20/×2 10 ft. 1 lb. P or S
Alc Silver Morningstar 98 gp 1d6 1d8 ×2 — 6 lbs. B and P
Crossbow, light 35 gp 1d6 1d8 19–20/×2 80 ft. 4 lbs. P —
Bolts, crossbow (10) 1 gp 1 lb. —
C I Bolts, crossbow (10) 2 gp 1 lb. —
A S Bolts, crossbow (10) 3 gp 1 lb. —
Backpack (empty) 2 gp 2 lbs.
Blanket, winter 5 sp 3 lbs.
Bedroll 1 sp 5 lbs
Grappling hook 1 gp 4 lbs
Rope, silk (50 ft.) 10 gp 5 lbs.
Tent 10 gp 20 lbs.
Waterskin 1 gp 4 lbs.
Kit, grooming 1 gp 2 lbs.
Bottle of fine wine / 10 gp
Cleric's vestments 5 gp 6 lbs.1
Scholar's outfit 5 gp 6 lbs.1
Traveler's outfit 1 gp 5 lbs.1
Bit and bridle 2 gp 1 lb.
Riding 10 gp 25 lbs.
Saddlebags 4 gp 8 lbs.
Horse, light(combat trained) 110 gp
Holy Water x4 / 100 gp
Wand of Cure Light Wounds / 750 gp
Potion of CLW / 50 gp
Scroll of Ant Haul / 25 gp
Scroll of Remove Fear / x2 / 50 gp
Potion of Lesser Restoration / 300 gp
Scroll of Detect Undead / 25 gp
Scroll of Comprehend Language / x2 / 50 gp
Scroll of Detect Evil / x2 / 50 gp
Healer's kit / 50 gp / 1 lb.