Male Oread Cleric of Abadar 8/Fighter 1
LN Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +13
AC 31, touch 12, flat-footed 30 (+11 armor, +6 shield, +1 Dex, +2 natural, +1 deflection)
hp 68 (1d10+8d8+18)
Fort +10, Ref +3, Will +10; +4 vs. visual effects
Resist acid 10
Speed 30 ft.
Melee adamantine heavy pick +10/+5 (1d6+4/×4)
Ranged masterwork light crossbow +7 (1d8/19-20)
Special Attacks channel positive energy 3/day (DC 14, 4d6)
Domain Spell-Like Abilities (CL 9th; concentration +13)
. . 16/day—dimensional hop
. . 7/day—acid dart (1d6+4 acid) Cleric Spells Prepared (CL 9th; concentration +13):
4th—dimension door [D], freedom of movement, reach communal resist energy
3rd—dispel magic, fly [D], prayer, reach bear's endurance, stone shape
2nd—communal protection from evil, hold person (DC 16), reach sun metal (DC 15), soften earth and stone [D]
1st—bless, divine favor, ironbeard, liberating command, longstrider [D], murderous command (DC 15)
0 (at will)—detect magic, guidance, read magic, stabilize [D] Domain spell; Domains Earth, Travel
Str 18, Dex 12, Con 14, Int 10, Wis 18, Cha 11
Base Atk +7; CMB +9; CMD 23
Feats Allied Spellcaster, Dwarf Blooded, Escape Route, Power Attack, Reach Spell, Shield Wall
Traits fate's favored, magical knack
Skills Climb -6, Diplomacy +4, Heal +8, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +4, Perception +13 (+15 to notice unusual stonework), Profession (miner) +8, Sense Motive +8, Spellcraft +12
Languages Common, Dwarven, Terran
SQ agile feet (7/day), aura, domains (earth, travel), ferrous growth, stone in the blood
Combat Gear medusa mask; Other Gear +1 chain shirt, +2 stoneplate, +2 tower shield, adamantine heavy pick, crossbow bolts (50), masterwork light crossbow, amulet of natural armor +1, earth root boots, handy haversack, headband of aerial agility (wis +2), muleback cords, ring of protection +1, bedroll, cleric's kit, dwarven trail rations (2), small silk pillow (worth 100 gp), 1,651 gp, 9 sp
Acid Dart (1d6+4 acid) (7/day) (Sp) 30' Ranged touch attack deals 1d6+4 Acid damage.
Agile Feet (7/day) (Su) For 1 rd, you ignore difficult terrain.
Allied Spellcaster +2 vs. SR if adj ally with same feat. More if has same spell.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 4d6 (3/day) (DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Earth) Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Cleric 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.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dimensional Hop (80/day) (16/day) (Sp) Teleport 80'/day.
Earth root boots Gain +1 to CMB for each rd unmoved from space (max +10).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Fate's Favored Increase luck bonuses by 1.
Ferrous Growth (1/day) Make a piece of iron or steel grow into an object up to 10 pounds in weight.
Headband of aerial agility (Wis +2) +1 CL for spells/extracts that grant flight.
Magical Knack (Cleric) +2 CL for a specific class, to a max of your HD.
Medusa mask (1/day) +4 save vs. visual effects, petrify 1/day
Muleback cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.
Requirements Craft Wondrous Item, bull’s strength; Cost 500 gp
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Shield Wall +2 to shield bonus if adj ally with same feat has a tower/heavy shield or +1 for smaller shields.
Stone in the Blood Gain fast healing 2 for one round anytime you are subject to acid damage.
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