About Galen Brunner
GALEN BRUNNER CR 1
Male Aasimar Cleric 2
CG Medium Outsider (Native)
Init +1; Senses Darkvision (60 feet); Perception +6
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DEFENSE
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AC 19, touch 11, flat-footed 18. . (+6 armor, +2 shield, +1 Dex)
hp 20 (2d8+5)
Fort +4, Ref +1, Will +6
Resist acid 5, cold 5, electricity 5
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OFFENSE
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Spd 30 ft.
Melee Gauntlet (from Armor) +3 (1d3+2/20/x2) and
. . Masterwork Morningstar +4 (1d8+2/20/x2) and
. . Shield, Heavy Wooden -1 (1d4+2/20/x2) and
. . Unarmed Strike +3 (1d3+2/20/x2)
Ranged Crossbow, Heavy -2 (1d10/19-20/x2)
Special Attacks Agile Feet (6/day)
Spell-Like Abilities Bit of Luck (6/day), Daylight (1/day)
Cleric Spells Known (CL 2, 3 melee touch, 2 ranged touch):
1 (3/day) Inflict Light Wounds (DC 14), Divine Favor, Longstrider, Command (DC 14)
0 (at will) Resistance, Detect Magic, Guidance, Read Magic
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STATISTICS
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Str 14, Dex 12, Con 12, Int 12, Wis 17, Cha 14
Base Atk +1; CMB +3; CMD 14
Feats Toughness +3
Traits Conspiracy Hunter: Perception, Sacred Touch
Skills Acrobatics -4, Climb -3, Diplomacy +4, Escape Artist -4, Fly -4, Knowledge: Religion +6, Perception +6, Ride -4, Sense Motive +8, Spellcraft +6, Stealth -4, Swim -3
Languages Celestial, Common, Draconic
SQ Aura (Ex), Channel Positive Energy 1d6 (5/day) (DC 13) (Su), Cleric Domain: Luck, Cleric Domain: Travel, Compass, Spontaneous Casting
Combat Gear Bolts, Crossbow (10), Crossbow, Heavy, Masterwork Chainmail, Masterwork Morningstar, Masterwork Shield, Heavy Wooden; Other Gear Backpack, Masterwork (31 @ 57.5 lbs), Bedroll, Blanket, winter, Case, map or scroll (empty), Cleric's vestments, Compass, Crowbar, Flint and steel, Grappling bolt, Holy symbol, silver: Densa, Potion of Cure Light Wounds, Potion of Magic Weapon, Potion of Shield of Faith, Rations, trail (per day) (7), Rope, silk (50 ft.), Spade or shovel, Spell component pouch, Waterskin (3)
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SPECIAL ABILITIES
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Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Channel Positive Energy 1d6 (5/day) (DC 13) (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 Domain: Luck Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
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.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Daylight (1/day) (Sp) Daylight once per day.
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.