Init +3;
Senses Low-Light Vision; Perception +6
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DEFENSE
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AC 15, touch 11, flat-footed 14. . (+4 armor, +1 Dex)
hp 25 (3d8+3)
Fort +6,
Ref +3,
Will +7
Immune sleep;
Resist Elven Immunities, Resistant Touch (6/day)
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OFFENSE
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Spd 35 ft.
Melee Paueliel Quarterstaff +4 (1d6+1/20/x2) and
. . Unarmed Strike +3 (1d3+1/20/x2)
Spell-Like Abilities Rebuke Death (6/day), Resistant Touch (6/day)
Cleric Spells Known (CL 3, 3 melee touch, 3 ranged touch):
2 (2/day)
Summon Monster II, Bull's Strength (DC 15), Cure Moderate Wounds (DC 15)
1 (3/day)
Summon Monster I, Protection from Evil (DC 14), Hide from Undead (DC 14), Sanctuary (DC 14)
0 (at will)
Create Water, Mending, Light, Detect Magic
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STATISTICS
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Str 13,
Dex 13,
Con 13,
Int 15,
Wis 17,
Cha 12
Base Atk +2;
CMB +3;
CMD 14
Feats Fleet, Self-sufficient, Skill Focus: Heal (Adaptability)
Traits Elven Reflexes, Forlorn
Skills Acrobatics -1, Climb +0, Diplomacy +5, Escape Artist -1, Fly -1, Heal +14, Knowledge (History) +6, Knowledge (Religion) +6, Perception +6, Ride +0, Sense Motive +7, Spellcraft +8, Stealth -1, Survival +6, Swim +0
Languages Common, Dwarven, Elven, Goblin
SQ Aura (Ex), Channel Positive Energy 2d6 (4/day) (DC 12) (Su), Cleric Domain: Healing, Cleric Domain: Protection, Compass, Elf Blood, Spontaneous Casting
Combat Gear Chain Shirt, Paueliel Quarterstaff;
Other Gear Backpack, Masterwork (14 @ 10.74 lbs), Candle (5), Cleric's vestments, Compass, Fishhook, Flint and steel, Holy symbol, silver: Mishakal, Lamp, common waterproof, Mug/Tankard, clay, Soap, Bar (50 uses) (2), Waterskin, Whistle, Signal
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 2d6 (4/day) (DC 12) (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.
Cleric Domain: Healing Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain: Protection Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Rebuke Death (6/day) (Sp) Heal 1d4+1 damage to creatures at negative HP
Resistant Touch (6/day) (Sp) You gain +1 to all saving throws, and may donate this by touch for 1 minute.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
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HASANA (LIGHT HORSE)
Female Horse
NN Large Animal
Init +2; Senses Low-Light Vision, Scent; Perception +6
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DEFENSE
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AC 11, touch 11, flat-footed 9. . (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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OFFENSE
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Spd 50 ft.
Melee Hooves x2 (Horse) -2 x2 (1d4+1/20/x2) and
. . Unarmed Strike +3 (1d4+3/20/x2)
Space 10 ft.; Reach 5 ft.
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STATISTICS
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. Trip)
Feats Endurance, Run
Tricks Come [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Fly +0, Perception +6, Stealth -2
Languages
SQ Riding [Trick]
Other Gear Bedroll, Blanket, Cooking kit, Crowbar, Feed (per day) (10), Rations, trail (per day) (10), Rope, hempen (50 ft.) (2), Saddle (Riding), Saddlebags (27 @ 151 lbs), Spade or shovel, Tent, Small
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SPECIAL ABILITIES
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Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.