spoiler=Statistics] Male Aasimar Cleric (Archetype) level 3
N Medium Humanoid (aasimar
Init +0; Senses darkvision 60ft Perception +13
------------------------------
DEFENSE
------------------------------
AC 18, touch 10, flat-footed 18 (+6 armor, +0 dex, +2 shield)
hp 22
Fort +4, Ref +2, Will +8
------------------------------
OFFENSE
------------------------------
Speed 20 ft.
Melee
dagger +2 (1d4+0)
Ranged
------------------------------
STATISTICS
------------------------------
Str 10, Dex 10, Con 10, Int 14, Wis 18, Cha 16
Base Atk +2; CMB +2; CMD 11
Traits
exalted of the society.
Tomb reader (perception
Feats
Eerie Sense
Source Inner Sea Gods pg. 211
You have a knack for sniffing out undead.
Prerequisites: Ability to cast detect undead or detect evil as a spell or spell-like ability, worshiper of Pharasma.
Benefit: At the beginning of your turn each round, if you are within 60 feet of an undead creature or a haunt, you get a chill down your spine and instinctively sense that something eerie is very near. This sense does not alert you to the direction of the undead or haunt. Anything that can block detect undead can likewise block this sense.
*ACP applies to these skills
Non-Standard Skill Bonuses
+2 diplo, +2 perception Race +1 perception, trait.
Languages Common, Osriani, Celestial, sylvan, draconic[/spoiler]
Special Abilities:
------------------------------
SPECIAL ABILITIES
Channel postive energy (2d6 dc 15) 7 for day.
Granted Powers: You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.
Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Ward Against Death (Su): At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.
Domain Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—speak with dead, 4th—death ward, 5th—slay living, 6th—undeath to death, 7th—destruction, 8th—waves of exhaustion, 9th—wail of the banshee.
Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—cure critical wounds (mass), 9th—heal (mass).
+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Deathless Spirit
Source Advanced Race Guide pg. 1 (Amazon)
Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
Removed fear, protection against evil, shield of faith. Deathwatch.
2st
Burst of radiance, spiritual weapon and gentle repose.
Gear/Possessions:
------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb. medium
Money 956 GP 0 SP 0 CP
Courtier outfit
Masterwork breastplate
Cold iron dagger
silver alchemical light mace
Durable adamantine arrow.
Masterwork breast plate
Heavy wooden shield
Masterwork backpack
2 anti toxin
2 anti plague
wooden holy symbol
Bedroll
soap
2 twitch tonic
4 acid
3 alchemist fire
8 holy water
Cold-Weather outfit
hot-Weather outfit.
Cleric vestments
Mule.
rope
(5x)Scroll of bless, comprend langage, detect undead, 3 magic stone, obscuring mist. Removed fear, magic weapon, endure element, removed paralysis,Spirit bane spike.
Potion of cure light wound. .
wand of cure light wound.
adventure:
the confirmation
the whisper wisp
All of phantom phenomena.
Black Water
school of twillight
hydra fang