About Besnik
BESNIK CR 1/2
Male Halfling Cleric (Crusader) 1
CG Small Humanoid (Halfling)
Init +3; Senses Perception +4
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DEFENSE
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AC 18, touch 14, flat-footed 15 (+3 armor, +1 shield, +3 Dex, +1 size)
hp 8 (1d8)
Fort +3, Ref +4, Will +5
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OFFENSE
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Spd 30 ft.
Melee Dagger +2 (1d3+1/19-20/x2) and
Unarmed Strike +2 (1d2+1/20/x2)
Ranged Staff Sling, Half. +4 (1d6+1/20/x3)
Special Attacks Agile Feet (5/day)
Cleric (Crusader) Spells Known (CL 1, 2 melee touch, 4 ranged touch):
1 (1/day) Remove Fear (DC 13), Bless
0 (at will) Detect Magic, Light
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STATISTICS
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Str 12, Dex 16, Con 10, Int 12, Wis 15, Cha 13
Base Atk +0; CMB +0; CMD 13
Feats Martial Weapon Proficiency: Sling Staff, Halfling, Point Blank Shot
Traits Lettered, Sacred Touch
Skills Acrobatics +1, Climb -1, Escape Artist +1, Heal +6, Knowledge (Religion) +5, Perception +4, Ride +1, Sense Motive +6, Spellcraft +5, Stealth +5, Swim -1
Languages Celestial, Common, Halfling
SQ Aura (Ex), Channel Positive Energy 1d6 (4/day) (DC 11) (Su), Cleric (Crusader) Domain: Travel, Earplugs, Fearless, Spontaneous Casting, Warslinger, Weapon Cord
Combat Gear Buckler, Bullets, Sharpstone (10), Bullets, Sling (20), Dagger, Staff Sling, Half., Studded Leather; Other Gear Backpack, Masterwork (24 @ 10 lbs), Bedroll, Caltrops, Candle, Chalk, 1 piece, Charcoal Stick, Earplugs, Fishhook (2), Flint and steel, Holy symbol, wooden: Desna, Iron Spike, Mug/Tankard, clay, Parchment (sheet) (2), Pouch, belt (2 @ 2 lbs), Pouch, belt (30 @ 4.5 lbs), Pouch, belt (5 @ 1.58 lbs), Powder (2), Rations, trail (per day) (7), Sewing needle, Shield Sconce, String (50'), Sunrod (2), Thread (50 ft.), Waterskin, Weapon Cord, Whetstone, Whistle, Signal, Wrist sheath, spring loaded
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TRACKED RESOURCES
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Agile Feet (5/day) (Su) - 0/5
Bullets, Sharpstone - 0/10
Bullets, Sling - 0/20
Channel Positive Energy 1d6 (4/day) (DC 11) (Su) - 0/4
Dagger - 0/1
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SPECIAL ABILITIES
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Agile Feet (5/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (4/day) (DC 11) (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 (Crusader) Domain: Travel 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.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Fearless +2 morale bonus vs Fear saves.
Lettered +1 trait bonus to Linguistics to decipher language, never false conclusion.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Warslinger Reloading a sling is a free action (which still requires 2 hands and provokes AoO).
Weapon Cord Attached weapon can be recovered as a swift action.
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