RAFAEL LER'IT CR 1/2
Male Human (Taldan) Cleric 1
LN Medium Humanoid (Human)
Init +0;
Senses Perception +3
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DEFENSE
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AC 14, touch 10, flat-footed 14. . (+4 armor)
hp 8 (1d8)
Fort +2,
Ref +0,
Will +5
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OFFENSE
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Spd 30 ft.
Melee Quarterstaff +0 (1d6/20/x2)
Spell-Like Abilities Artificer's Touch (6/day)
Cleric Spells Known (CL 1, 0 melee touch, 0 ranged touch):
1 (2/day)
Bless, Animate Rope, Know the Enemy
0 (at will)
Create Water, Stabilize, Detect Magic
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STATISTICS
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Str 10,
Dex 10,
Con 10,
Int 16,
Wis 16,
Cha 14
Base Atk +0;
CMB +0;
CMD 10
Feats Scribe Scroll, Selective Channeling
Traits Caretaker, Focused Mind
Skills Acrobatics -2, Climb -2, Escape Artist -2, Fly -2, Heal +8, Knowledge: Arcana +7, Knowledge: History +7, Knowledge: Religion +7, Knowledge: The Planes +7, Profession: Librarian +9, Ride -2, Spellcraft +7, Stealth -2, Swim -2
Languages Common, Draconic, Terran, Undercommon
SQ Aura (Ex), Channel Positive Energy 1d6 (5/day) (DC 12) (Su), Cleric Domain: Construct, Cleric Domain: Memory, Knowledge Variant Channeling (±1 Sacred), Recall (+3) (6/day) (Su), Spontaneous Casting
Combat Gear Chain Shirt, Quarterstaff;
Other Gear Blanket, winter, Chalk, 1 piece (5), Fishhook, Flint and steel, Holy symbol, wooden: LN, Pouch, belt (8 @ 0 lbs)
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TRACKED RESOURCES
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Artificer's Touch (1d6+0) (6/day) (Sp) - 0/6
Channel Positive Energy 1d6 (5/day) (DC 12) (Su) - 5/5
Recall (+3) (6/day) (Su) - 6/6
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SPECIAL ABILITIES
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Artificer's Touch (1d6+0) (6/day) (Sp) Melee touch attack deals 1d6+0 damage to objects or constructs, bypassing 1 hardness.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (5/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Construct Associated Domain: Artifice
Cleric Domain: Memory Associated Domain: Knowledge
Focused Mind +2 to Concentration checks
Knowledge Variant Channeling (±1 Sacred) Knowledge & Perception bonus/Intelligence damage
Recall (+3) (6/day) (Su) Touched creature can retry a failed knowledge check with a +3 bonus
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
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Rafael Ler'it is a researcher and under-professor at the academy. At 28 he is an accomplished librarian in religious, arcane, history, and the planes. He stumbled upon the crystals while exploring the ruins of a temple. He has since been enthralled with crystals, so much so that his divine connection has been altered.
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DONTE CR 1
Male Horse, Pony
NN Medium Animal
Init +1; Senses Low-Light Vision, Scent; Perception +5
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DEFENSE
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AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
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OFFENSE
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Spd 30 ft.
Melee Hooves x2 (Horse, Pony) +2 x2 (1d3+1/20/x2)
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STATISTICS
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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
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics -2, Climb -2, Escape Artist -2, Fly -2, Perception +5, Ride -2, Stealth -2, Swim -2
Languages
SQ Combat Riding [Trick]
Other Gear Backpack (1 @ 1 lbs), Bedroll, Canvas (sq. yd.) (5), Case, map or scroll (10 @ 0 lbs), Case, map or scroll (empty), Chalkboard, Chest, Small (29 @ 21.5 lbs), Crowbar, Crystal Dragon Eyes in Shaving kit, Crystal Samples from Cavern, Grappling hook, Hammer, Leatherbound Book [+2 Knowledge (History)], Mug/Tankard, clay, Paper (sheet) (10), Piton (3), Rope, hempen (50 ft.), Saddle (Pack), Shaving kit, Soap, Bar (50 uses), Spade or shovel, Tent, Small, Torch (2), Vial, iron (8), Vial, Iron with Crystal Creature Sample (Body), Vial, Iron with Crystal Creature Sample (Head), Wandermeal (per serving) (10), Waterskin
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TRACKED RESOURCES
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. . -none-
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SPECIAL ABILITIES
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
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 You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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