Full Name |
Harim |
Race |
Human |
Classes/Levels |
Cleric (Merciful Healer) 2 (HP 16/17; AC 18/12/16; F+4/R+2/W+5; CMD 16; Perc +3; Init +2) |
Gender |
|
About Harim
Harim
Male Human (Keleshite) Cleric (Merciful Healer) 2
CG Medium Humanoid (human)
Init +2; Senses Perception +2
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 17 (2d8+4)
Fort +4, Ref +2, Will +5
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Offense
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Speed 20 ft.
Melee Masterwork Longspear +5 (1d8+4/x3) and
. . Masterwork Scimitar +5 (1d6+3/18-20/x2)
Special Attacks cleric channel positive energy 1d6 (6/day) (dc 13)
Cleric (Merciful Healer) Spells Prepared (CL 2):
1 (3/day) Divine Favor, Shield of Faith, Protection from Evil, Cure Light Wounds
0 (at will) Detect Magic, Create Water, Guidance, Light
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Statistics
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Str 16, Dex 14, Con 12, Int 12, Wis 14, Cha 14
Base Atk +1; CMB +4; CMD 16
Feats Combat Reflexes (3 AoO/round), Selective Channeling
Traits Exalted of the Society
Skills Acrobatics +0 (-4 jump), Climb -1, Diplomacy +6, Escape Artist -2, Fly -2, Heal +6, Knowledge (religion) +6, Ride -2, Sense Motive +6, Spellcraft +5, Stealth -2, Swim -1
Languages Common, Dwarven, Kelish
SQ aura, combat medic, domains (healing), rebuke death (5/day), spontaneous casting
Other Gear Breastplate, Masterwork Longspear, Masterwork Scimitar, Backpack, masterwork (10 @ 21 lbs), Bedroll, Belt pouch (11 @ 2.5 lbs), Chalk, Earplugs, Everburning torch, Fishhook, Flint and steel, Holy symbol, silver (Sarenrae), Mirror, Powder (3), Sewing needle, Shield sconce, Signal whistle, Silk rope, String or twine, Trail rations (7), Waterskin, Weapon cord, Whetstone, 366 GP, 3 CP
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric (Merciful Healer) Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Channel Positive Energy 1d6 (6/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Medic (Ex) A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Exalted of the Society You may channel energy 1 additional time per day.
Rebuke Death (5/day) (Sp) Heal 1d4+1 damage to creatures at negative HP
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Weapon cord Attached weapon can be recovered as a swift action.
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