Languages Celestial, Common, Dwarven, Infernal
SQ devil in the details, industrious urbanite, pact bound, serpent
Combat Gear:
scroll of comprehend languages, scroll of cure light wounds, cure light wounds, cure light wounds; Other Gear hide armor, heavy mace, backpack, bedroll, belt pouch, candle (10), flint and steel, grappling hook, hemp rope (50 ft.), holy text (Asmodeus)[UE], iron unholy symbol of Asmodeus[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Asmodeus, 2 gp
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Special Abilities:
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Cleric (Asmodean Advocate) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Cleric Channel Negative Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Copycat (6/day) (Sp) Create a single mirror image duplicate
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Devil in the Details (Ex) Substitute Profession (barrister) for Bluff/Diplomacy checks.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Industrious Urbanite Make double normal progress on Craft checks to make mundane items, Profession +4 to make money.
Pact Bound (Ex) Gain Trickery domain, and no others.
Serpent (Su) At 1st level, an Asmodean advocate gains a familiar as the arcane bond class feature, using her cleric level as her wizard level. She must choose a viper familiar. The viper speaks one language of the Asmodean advocate’s choice as a supernatural ab
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
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