Channel Positive Energy
Heals 2d6 damage to living creatures within a 30-foot radius, or deals damage to undead. DC 13 Will. Usable 3+Cha daily.
Travel Domain Agile Feet (Su) : As a free action, ignore difficult terrain for one round. Usable 3+Wis daily.
Good (Azata) Domain Elysium’s Call (Su): With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.
--Stat Block--
Str 8 / Dex 16 / Con 10 / Int 12 / Wis 16 / Cha 14
Base Attack +3 CMB +3 CMD 15
Feats:
Eagle Eyes : Ignore up to -5 on Perception due to distance. (Ignore 50 feet of distance)
Scribe Scroll : May craft magical scrolls.
Highlander : +1 Stealth, stealth is always a class skill. Increases to +2 in hilly or rocky terrain.
Weathered Emissary: Your travels in the wildlands gave you insight into how to survive their dangers and communicate with their inhabitants. You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you.
Gear:
-- Gear --
Offense:
Starknife (24 gp, 3 lbs.)
1d4, x3, 20 ft. range
Shortbow (30 gp, 2 lbs.)
1d6, x3, 60 ft. range
The Lightning’s Hand - +1 Shocking Burst Composite Longbow (+2 Str)
1d8+1d6(e)+3
Kilt (2 sp, 1 lb.)
Traveler's Outfit (-, 5 lbs.)
Cassock of the Clergy [The wearer may command the cassock of the clergy to display the holy symbol of her deity or hide this symbol. At the most basic level, the garment functions as a divine focus. Additionally, the wearer gains a +3 competence bonus on Charisma-based checks to influence creatures that match her alignment or that of her patron deity. Also, the wearer may use bless and sanctuary (DC 11) each once per day, and may prepare one additional orison each day.] (1 lb.)
Backpack (2 gp, 2 lbs.)
2x Belt Pouch (1 gp each, ½ lb. each)
3x Trail Rations (5 sp each, 1 lb. Each)
Spell Component Pouch (5 gp, 2 lbs.)
Bedroll (1 sp, 5 lbs.)
Flint and Steel (1 gp, - lbs.)
Whetstone (2 cp, 1 lb.)
Iron Holy Symbol (5 gp, - lbs.)
Mess Kit (plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin) (2 sp, 1 lb.)
Encumbrance = Medium
Gold: 20g, 9s, 8c
XP: 1400
Race Features:
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elemental Resistance (Cold 5): Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces Elven Immunities.
Backstory:
Even from a young age, Diarmal knew that the bounds of his clan's lands would not be enough for him. Something beckoned him, though he would not know what until he reached adulthood and felt the call of the Drasbian pantheon. To wander the highlands and the wider moors, bringing a sense of wellness to the lands – that was what he'd dreamt of. He packed his bag, and set out for the road.
I don't want to assume too much of your setting, so please forgive the rather brief backstory.
Appearance and Personality:
Standing fairly tall with long and unruly copper hair, Diarmal looks as worn as the lands his people tend. Having spent most of his thirty years on the roads, he looks the part of a traveler. His body is lean and windswept, his hair perpetually knotted from a lack of proper hygiene. A bow is draped over his back, and a long woolen kilt covers his lower body. At his side rests a four-pointed knife, one of the few symbols of his station that he carries.
Diarmal is no happier than when adventure beckons. With the blue skies above and the wind at his back, he is willing to go just about anywhere. Always willing to lend a helping hand to those in need, Diarmal is also hesitant to lay down roots anywhere – even with his own clan. The wanderlust that tugs at his soul drives him to greater things, though he cannot fathom what they might be. While this makes him seem distant at times, he is almost always amicable and slow to anger.