Domain spells
Level 1: Longstrider (x0) OR Protection From Chaos(x1)
Class Abilities:
Channel Energy (5/day) 1d6, DC 12
Domains: Law, Travel
Concentration: +3
Statistics
Str: 18 (16+2) Dex: 12 Con: 14 Int: 7 Wis: 14 Cha: 12
BAB: 0 CMB: 3 CMD: 14
Feats: Combat Reflexes, Light Armor Proficiency, Medium Armor Proficiency, Shield Proficiency, Simple Weapon Proficiency, Skill Focus
Traits: Eyes and Ears of the City,
Skills: Acrobatics (1 or 4 for jumping), Bluff (+1), Climb (4), Diplomacy (+5), Disguise (+1), Escape Artist (-2), Heal (+2), Intimidate (+1), Perception (+7), Perform (All) (+1), Profession (Merchant) (+5), Ride (-2), Sense Motive (+2), Stealth (-2), Survival (+2), Swim (1), K Rels (+2)
FCB
Skill Point: 1
Hit Point:
Spell:
Languages Common,
Background:
Kennald was born into a not unweathly family of devout traveling Abadaran merchants of quality cloths, finely woven and richly dyed.
In his youth he traveled across much of Atavista and Garound with various merchant caravans, spending much time learning at the feet of the traveling guards arms practice, the cadence and patter of the sale, as well as the devotions of his family, and occasional lesson on the Arts.
As his skills grew, the family left him one summer day in Absalom, where he joined the ranks of the Pathfinder Society’s young students, where he continued to learn much, and greatly enhance his skills.
Shortly after successfully graduating, he happened to be in Wati with a family caravan, and was able to tag along with a band of adventurers called the Seekers as they explored the Necropolis in the Great Lottery. While he promised to be back to help them in another foray, he was called back to Absalom on Society Business.
Class Abilities:
Aura- LAW
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Proficiencies
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities. (Crossbow)
Spontaneous Casting
Positive Energy - can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Domain Abilities :
Touch of Law (6/Day)
Group: Domain
Type: Sp
Prerequisites: Domain (Law): 1 or Domain (Archon (Law)): 1 or Domain (Slavery): 1 or Domain (Tyranny): 1
Source: Pathfinder RPG Core Rulebook
Description:
You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Agile Feet(6/Day)
Group: Domain
Type: Su
Prerequisites: Domain (Travel): 1
Source: Pathfinder RPG Core Rulebook
Description:
As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Feats:
Combat Reflexes (2/Round)
Skill Focus (Profession: Merchant)Racial
Traits:
Exalted of the Society
Category Basic (Faith)
+1 Channel Energy/day
Eyes and Ears of the City
Category Basic (Religion - Abadar)
Perception is a Class Skill, with a +1
Gear:
Gear
Breastplate: Agile, MW (ACP = -3, or 0 for climb and jump)