Female Varisian Human Blossoming Light Cleric 5
NG Medium humanoid (human)
Init +3; Senses Perception +3
-----DEFENSE----- AC 17, touch 13, flat-footed 14 (+4 Armor, +3 Dex) w/ mage armor
hp 33 (5d8+5)
Fort +5, Ref +5, Will +7; +2 trait bonus on Will saves vs. charm and compulsion effects
-----OFFENSE----- Speed 30 ft.
Melee:
masterwork consecrated scimitar +3 (1d6-1/18-20)
or masterwork cold iron dagger +3 (1d4-1/19-20)
or melee touch +2 (varies)
Ranged:
masterwork cold iron dagger +7 (1d4-1/19-20)
or ranged touch +6 (varies)
Special Attack channel energy 11/day (Will DC 18, 3d6), luminous font, sun’s blessing (+5 damage)
Bloodline Spell-like Abilities (CL 3, concentration +7)
-----STATISTICS----- Str 8, Dex 16, Con 10, Int 12, Wis 15, Cha 18
Base Atk +3; CMB +2; CMD 15
Feats Eldritch Heritage (starsoul bloodline), Purifying Channel, Selective Channel, Skill Focus (knowledge (nature)
Skills Acrobatics +5, Knowledge (history) +8, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +9, Linguistics +5, Perform (dance) +13, Use Magic Device +9
Languages Celestial, Common, Keleshite, Varisian
SQ aura, bonus languages, focused study, promise of faith, promise of purity, skilled
Traits birthmark, Varisian wanderer
Combat Gear 4 scrolls of bless (CL 1), 2 scrolls of lesser restoration (CL 3), scroll of remove curse (CL 5), scroll of remove disease (CL 5), 2 scrolls of remove paralysis (CL 3), wand of cure light wounds (CL 1, 25 charges), wand of mage armor (CL 1, 25 charges), wand of shield of faith (CL 1, 50 charges); Other Gear masterwork consecrated scimitar, masterwork cold iron dagger, cloak of resistance +1, headband of alluring charisma +2, cracked amethyst pyramid ioun stone, cracked gold nodule ioun stone, crack pink and green sphere ioun stone (use magic device), ioun torch, pearl of power (1st level), entertainer's outfit, masterwork backpack, belt pouch, flint and steel, silver holy symbol of Sarenrae, mess kit, 3 scroll cases, half pound of soap, spell component pouch, waterskin, 9 platinum coins, 12 gold coins, 7 silver coins, 9 copper coins
Encumbrance Light (23 of 30)
Capacity:
Light up to 30 lbs
Medium 31 to 60 lbs
Heavy 61 to 90 lbs
Racial Abilities:
Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. [skill focus (knowledge [nature])]
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Class Abilities:
Favored Class (cleric) +5 hit points
Weapon and Armor Proficiency Blossoming Light clerics are proficient with all simple weapons and the favored weapon of their deity..
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Spells A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day.
Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score.
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
[b]Bonus Languages A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Channel Energy (Su) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A Blossoming Light cleric may channel energy a number of times per day equal to 5 + her Charisma modifier. At 2nd level and every 2 levels thereafter, the blossoming light gains an additional use per day of channel energy. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
[11/day, 3d6, Will DC 18]
Chaotic, Evil, Good, and Lawful Spells A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Domains A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.