About Lady Cirthana of Iomedae
Lady Cirthana
Female Human cleric 6
LG Medium humanoid (human)
Init +1, Senses Perception +8
Aura aura of good, aura of law,
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DEFENSE
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AC 24, touch 12, flat-footed 23 (+10 armor, +1 deflection, +1 Dex, +2 shield, )
hp 57 ((6d8)+9)
Fort +6, Ref +3, Will +9, +2 trait bonus on all saving throws against charm and compulsion effects
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OFFENSE
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Speed 20 ft.
Melee shield +1 (light/steel) +5 (1d3+2)
Melee cold iron longsword +3 +13 (1d8+8/19-20)
Melee dagger +9 (1d4+5/19-20)
Ranged dagger (thrown) +5 (1d4+5/19-20)
Melee spear (cold iron) +9 (1d8+7/x3)
Ranged spear (cold iron/thrown) +5 (1d8+5/x3)
Melee gauntlet +9 (1d3+5)
Special Attacks Channel Positive Energy (3d6, DC 13, 5/day),
Prepared Spells
Cleric (CL 6th; concentration +10)
3rd-daylight, deadly juggernaut(DC ), prayer, symbol of healing(DC 17)
2nd-bull's strength(DC 16), holy ice weapon, protection from evil (communal)(DC 16), spiritual weapon, weapon of awe(DC 16)
1st-bless, comprehend languages(DC ), detect evil, divine favor(DC ), protection from evil(DC 15)
0th-create water, detect magic, light, read magic(DC )
*:Domain spell.
Deity Iomedae; Domains Archon Subdomain (Good), War,
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TACTICS
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STATISTICS
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Str 20, Dex 12, Con 12, Int 12, Wis 18, Cha 11,
Base Atk +4; CMB +9; CMD 21
Feats Armor Proficiency, Heavy, Extra Channel, Turn Undead, Weapon Focus (Longsword)
Skills Diplomacy +4, Heal +11, Knowledge (Arcana) +5, Knowledge (History) +5, Knowledge (Local) +2, Knowledge (Planes) +5, Knowledge (Religion) +6, Linguistics(Infernal, Sylvan) +6, Perception +8, Ride +1, Sense Motive +8, Spellcraft +7,
Traits Birthmark, Divine Warrior (Iomedae),
Languages Common, Draconic, Infernal, Sylvan
SQ aura, aura of good, aura of law, battle rage (7/day), bonus feat, bonus spell penetration (outsiders), orisons, skilled, spontaneous casting, touch of good (7/day),
Combat Gear potion of cure moderate wounds, potion of shield of faith, trail ration (3),
Other Gear headband of alluring charisma +2, shield +1 (light/steel), ring of protection +1, bracers of armor +1, cold iron longsword +3, vestments (cleric's), belt of giant strength +2, +1 full plate, holy symbol (silver), backpack, common, chain shirt, dagger (3), spear (cold iron) (4), light horse, riding saddle, bit and bridle (2), bedroll, blanket, mirror, rope (50 ft.), light horse (combat trained), military saddle, saddlebags, flask, soap, gauntlet, 1237.0 gp
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SPECIAL ABILITIES
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Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Aura of Good (Ex) You project a strong good aura.
Aura of Law (Ex) You project a strong lawful aura.
Battle Rage (Sp) You can touch a creature as a standard action to give it a +3 bonus on melee damage rolls for 1 round. You can do so 7 times per day.
Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Bonus Feat Humans select one extra feat at 1st level.
Bonus Spell Penetration (Outsiders) Add +1 on caster level checks made to overcome the spell resistance of outsiders.
Channel Positive Energy
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 3d6 points of positive energy damage to undead creatures or to heal living creatures of 3d6 points of damage. Creatures that take damage from channeled energy receive a DC 13 Will save to halve the damage. You can use this ability 5 times per day.
Cleric Extra Channel
Divine Warrior (Iomedae) From an early age, you were trained by a militaristic order of clerics. You are devoted both to the teachings of Iomedae and to spreading those teachings by force. You gain a +1 trait bonus on melee weapon damage when you cast a divine spell that affect weapons.
Domains
Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
No Racial Subtype You have chosen no racial subtype.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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).
Touch of Good (Sp) You can touch a creature as a standard action, granting giving it a +3 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 7 times per day.