SQ armor appears made of gold/silver, aura, cleric channel positive energy 1d6 (5/day) (dc 12), domains (good, law), spontaneous casting
Other Gear Chain shirt, Buckler, Greatsword, Light crossbow, Iomedae, 340 GP, 3 SP
--------------------
Special Abilities
--------------------
Alabaster Outcast +1 Diplomacy & Intimidate within Magnimar.
Armor Appears Made of Gold/Silver Cloak worn metal armor in illusion that makes it seem shining gold/silver.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
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).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Selective Channeling Exclude targets from the area of your Channel Energy.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Good (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r.
Touch of Law (6/day) (Sp) A d20 roll becomes 11.
Mule:
Mule
Mule
N Medium Animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee Hooves x2 (Mule) +2 x2 (1d3+1/x2)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. Trip)
Feats Endurance, Run
Skills Acrobatics +1 (+5 to jump with a running start, +5 jump), Perception +5, Swim +1 (+5 to resist nonlethal damage from exhaustion)
Languages
Other Gear Backpack, masterwork (empty), Bedroll, Bell, Blanket, winter, Chalk (10), Charcoal stick (10), Crowbar, Grappling hook, Pack saddle, Tent, small, You have no money!
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.