Hps: 8+(6*5)+(7*2)= 52
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Saves:
Fort. +7(Base +5, Con +2)
Ref. +3(Base +2, Dex +1)
Will. +8(Base +5, Wis +3)
Domains:
Sun
Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.
Glory (Heroism subdomain)
You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
+1 weapon damage vs demon subtype (boon bonus)
Equipment:
Holy Symbol of Saranrea
Masterwork chain shirt
Masterwork cold iron scimitar
Sling (with 20 bullets)
Club
Heavy wooden shield
Healers kit
Masterwork backpack (with normal camping gear)
2*holy water
2*Alchemical fire
1*Alkali flask
Grappling hook (with 50ft of knotted rope)
Rations
Sunrod
Waterskin
Wand of cure light wounds (in spring loaded wrist sheath) charges 37/50
Wand of Bless Weapon charges 47/50
Wayfinder
Phylactery of positive energy
Dawnflower sash:
This long strip of red Qadiran fabric is wrapped around the wearer's waist or head several times and held in place by an ankh-shaped clasp of red gold. The wearer is protected as if by endure elements, but only in warm environments. If the wearer unwraps the sash to its full length and holds the clasp in her hand, she can use feather fall once per day, briefly leaving behind a trail of pleasant red-gold light as bright as a torch that lasts for 1 round.
If Sarenrae is the wearer's patron, the wearer can use the sash to cast cure light wounds once per day on command. The wearer can trigger this ability as an immediate action if reduced to -1 hit points or fewer, though thereafter the sash must be recharged by placing it in strong sunlight for 8 continuous hours. As a swift action, the wearer can cause the clasp to shine as brightly as a torch or cease this illumination; the light is warm, feels like sunlight, and is bright enough to make sun-fearing creatures slightly uncomfortable but not so bright as to cause them harm.
Scroll of Invisibility Purge
Scroll of communal air walk
1/day when you channel positive energy to heal living creatures, if any of the creatures you healed are currently affected by one or more charms or compulsions that allowed a saving throw, you grant each of those creatures an immediate save to prematurely end one of those effects. Creatures healed gain a sacred bonus on this save equal to your Cha bonus (minimum +1).
Traits:
Tombraider (Benefit: Gain +1 to perception and knowledge dungeoneering, one of these - Perception, becomes a class skill)
Sacred conduit (Benefit: Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.)
Channel positive energy (7/day)
To heal: 6d6 (4d6 + 2d6 from phylactery of positive channeling)
Vs Undead: 6d6+10 (4d6 + 2d6 + lvl(7) from Sun domain + 1/2 lvl (7:2=3) from favored class bonus) Will save DC 22 (10+ cha(4) + 1/2 lvl(3)) +1 trait (no channel resistance applies)+2 Improved channel, +2 glory domain
VS Evil outsiders: 6d6+3 (4d6 + 2d6 + 1/2 lvl (7:2=3) from favored class bonus) Will save DC 20 (10+ cha(4) + 1/2 lvl(3)) +1 trait (no channel resistance applies )+2 Improved channel
Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).