Human Cleric of Cayden Cailean 3
CG Medium Humanoid (Human)
Init +5; Senses Perception +3
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
Fort +6, Ref +3, Will +6
Speed 40 ft. (30 ft. in armor)
Dagger +5 (1d4+3/19-20)
Longspear +5 (1d8+4/×3)
Rapier +5 (1d6+3/18-20)
Sling +3 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks Channel Positive Energy - 4/day (DC 12, 2d6)
Domain Spell-Like Abilities (CL 3rd; concentration +5)
5/day — Strength Surge (+1) Cleric Spells Prepared (CL 3rd; concentration +5)
2nd - Bull's Strength [D], Silence (DC 14), Sound Burst (DC 14)
1st — Command (DC 13), Divine Favor, Longstrider [D], Obscuring Mist
0 (at will) — Create Water, Guidance, Light, Stabilize Domains Strength, Travel
Str 16, Dex 13, Con 14, Int 10, Wis 14, Cha 12
Base Atk +2; CMB +5; CMD 16
Feats Combat Reflexes Improved Initiative Power Attack Traits Armor Expert Captain's Blade Skills Acrobatics +3 - (2 rank, 3 class, 1 Dex, -3 ACP)
Diplomacy +5 - (1 rank, 3 class, 1 Cha)
Heal +6 - (1 rank, 3 class, 2 Wis)
Kn. Planes +4 - (1 rank, 3 class)
Kn. Religion +6 - (3 rank, 3 class)
Perception +3 - (1 rank, 2 Wis)
Sense Motive +8 - (3 rank, 3 class, 2 Wis)
Magical Gear Cloak of Resistance +1 Handy Haversack Other Gear Breastplate, Courtier's Outfit + Jewelry (50 gp worth), Sling Bullets (50), Bedroll, Hemp Rope (50 ft.), Trail Rations (5), Waterskin, Wooden Holy Symbol of Cayden Cailean
Aura (Ex) - A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment.
Agile Feet (5/day) (Su) - 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.
Channel Energy (Su) - Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
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 channeled 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. A cleric must be able to present her holy symbol to use this ability.
Spontaneous Casting - A good cleric (or a neutral cleric of a good deity) 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).
An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).
Strength Surge (5/day) (Sp) - As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Introduction & Background:
Favored Class Bonus:
1st: +1 Skill Point
2nd: +1 Skill Point
3rd: +1 Skill Point