Init +3;
Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 8 (1d8)
Fort +3,
Ref +4,
Will +6; +2 vs. fear
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee halfling rope-shot +0 (1d4-1) or
. . starknife +0 (1d3-1/×3)
Ranged light crossbow +4 (1d6/19-20)
Special Attacks caravan bond, channel positive energy 5/day (DC 13, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—bit of luck
Cleric (Varisian Pilgrim) Spells Prepared (CL 1st; concentration +4)
. . 1st—bless (2), true strike[D]
. . 0 (at will)—detect magic, guidance, mending
. .
D Domain spell;
Domains Luck, Travel
--------------------
Statistics
--------------------
Str 8,
Dex 16,
Con 10,
Int 10,
Wis 17,
Cha 14
Base Atk +0;
CMB -2;
CMD 11
Feats Scribe Scroll
Traits helpful, student of faith
Skills Diplomacy +6, Heal +7, Knowledge (religion) +4, Perception +5;
Racial Modifiers +2 Perception
Languages Common, Halfling
SQ agile feet (6/day)
Combat Gear scroll of cure light wounds (crafted),
scroll of cure light wounds (crafted),
scroll of sanctuary (crafted);
Other Gear studded leather, crossbow bolts (20), halfling rope-shot, light crossbow, starknife, backpack, bedroll, belt pouch, blotter (0.2 lb), candle (10), flint and steel, holy text (The Eight Scrolls)[UE], inkpen, knife for cutting quills into pens (0.5 lb), mess kit[UE], parchment (10), pen nibs, pigment for making ink (0.2 lb), ruler, small (0.1 lb), scrivner's kit, scroll case, scroll case, soap, spell component pouch, trail rations (5), vial, waterskin, wooden holy symbol of Desna, 95 gp, 4 sp
--------------------
Special Abilities
--------------------
Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Caravan Bond (4 companions) (Su) After a minute of group prayer, may use a domain-granted power on up to 4 travelling companions within 30 feet.
Cleric (Varisian Pilgrim) Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric (Varisian Pilgrim) 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.
Cleric Channel Positive Energy 1d6 (5/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.