Professor Taldus Bellerophon
Male Human Cleric (Merciful Healer) 1
N Medium Humanoid (human)
Init +1;
Senses Perception +2
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armored coat)
HP 8 (1d8)
Fort +3, Ref +2, Will +5
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Offense
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Speed 30 ft.
Melee
-3 Sword Cane (masterwork) 1d6
Ranged
+1 Crossbow (light) 1d8
Spells Prepared (CL 1):
1 (2+domain/day) Command, Protection from Chaos, Cure Light Wounds(D)
0 (at will) Enhanced Diplomacy, Detect Magic, Light
Not currently memorized
Know the Enemy, Fairness (DC12)
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Statistics
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Str 10 (+0), Dex 12 (+1), Con 10 (+0), Int 17 (+3), Wis 14 (+2), Cha 13 (+1)
Base Atk +0; CMB +0; CMD 11
Feats
Skill Focus (Heal);
Amateur Investigator
Traits
Focused Study (Racial): At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice (Heal) as a bonus feat. This racial trait replaces the bonus feat trait.
Secret Knowledge: You gain a permanent +2 trait bonus on checks with that skill, and it is a class skill for you. Once this skill is chosen, it cannot be changed.
Skills Diplomacy +5, Heal +11, Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (nature) +9, Knowledge (religion) +7
Languages Common, Celestial, Osiriani, Ancient Osiriani
SQ aura, cleric channel positive energy, spontaneous casting, cleric domains, inspiration
Other Gear
Cloak of Resistance +1
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Special Abilities
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Inspiration You gain a pool of inspiration equal to your Intelligence modifier (i.e. 3pts). You can expend one use of inspiration as a free action to add 1d6 to the result of a Knowledge, Linguistics, or Spellcraft check, as long as you are trained in that skill (even if you take 10 or 20 on that check). You make this choice after the check is rolled and before the results of the roll are revealed. You can use inspiration only once per skill check. Your pool of inspiration refreshes each day, typically after you get a restful night's sleep.
Combat Medic (Ex) A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.
Channel Positive Energy 1d6 (4/day) (DC 12) (Su) Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
Domain Healing
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.
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—mass cure critical wounds, 9th—mass heal.
XP: 1,263