Batty
Male half-elf cleric of Gorum 8/fighter 1
CN Medium humanoid (elf, human)
Init +4;
Senses low-light vision; Perception +5
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Defense
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AC 21, touch 13, flat-footed 19 (+7 armor, +1 deflection, +2 Dex, +1 natural)
hp 67 (9 HD; 8d8+1d10+18)
Fort +11,
Ref +6,
Will +11; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee +2 adamantine greatsword +13/+8 (2d6+8/17-20) or
. . mwk cold iron greatsword +12/+7 (2d6+6/19-20)
Special Attacks channel positive energy 5/day (DC 16, 4d6), ferocious strike, might of the gods (+8, 8 rounds/day)
Domain Spell-Like Abilities (CL 8th; concentration +11)
. . 6/day—battle rage (+4)
Cleric Spells Prepared (CL 8th; concentration +11)
. . 4th—blessing of fervor[APG] (DC 17), dimensional anchor, divine power[D]
. . 3rd—daylight, invisibility purge, lead blades[APG], magic vestment[D], communal resist energy[UC]
. . 2nd—hold person (DC 15), communal protection from evil[UC], remove paralysis, lesser restoration, spiritual weapon[D]
. . 1st—bless (2), divine favor, enlarge person[D] (DC 14), liberating command[UC] (2)
. . 0 (at will)—create water, detect magic, light, stabilize
. .
D Domain spell;
Domains War (Blood subdomain), Strength (Ferocity subdomain)
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Statistics
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Str 18,
Dex 14,
Con 13,
Int 10,
Wis 16,
Cha 14
Base Atk +7;
CMB +11;
CMD 24
Feats Extra Channel, Following Step[APG], Furious Focus[APG], Power Attack, Skill Focus (Knowledge [religion]), Step Up, Toughness
Traits armor expert, elven reflexes
Skills Climb +8, Diplomacy +6, Heal +8, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (history) +4, Knowledge (nobility) +4, Knowledge (planes) +7, Knowledge (religion) +10, Linguistics +4, Perception +5, Profession (soldier) +7, Sense Motive +9, Spellcraft +6, Survival +7, Swim +8;
Racial Modifiers +2 Perception
Languages Common, Elven, Goblin
SQ elf blood, wounding blade
Combat Gear potion of fly,
scroll of lesser (x8) restoration,
wand of cure light wounds,
wand of shield of faith (50 charges), alchemist's fire (5), alkali flask (4), antiplague, antitoxin;
Other Gear mithral breastplate,
+2 adamantine greatsword, mwk cold iron greatsword,
amulet of natural armor +1,
belt of giant strength +2,
boots of the cat,
cloak of resistance +2,
headband of alluring charisma +4,
ring of protection +1,
First aid gloves cold weather outfit, grappling hook, hot weather outfit, masterwork backpack, silk rope (100 ft.), wooden holy symbol of Gorum, 82 gp
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Armor Expert -1 Armor check penalty.
Battle Rage +4 (6/day) (Sp) Touch ally to grant +4 to a melee dam for 1 rd.
Boots of the cat When falling, always land on feet and take the minimum damage.
Cleric Channel Positive Energy 4d6 (5/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Blood)
Cleric Domain (Ferocity)
Cold weather outfit +5 Fort save vs. cold weather.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Ferocious Strike (+4, 6/day) (Su) +4 damage for a melee attack.
Following Step You may move 10' with Step Up, and still get a 5' step on your next turn.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Might of the Gods (8 rounds/day) (Su) Add your cleric level to your STR for checks.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Wounding Blade (4 rounds, 1/day) (Su) Grant a weapon the wounding special quality
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