Aasimar:
+2 wis, +2 cha
Move: 40'
Darkvision: 60 feet
+2 perception/+2diplomacy
Fire/Acid/Cold/Electric Resistance 5
CLERIC:
channel energy: 3+Cha Mod+feat+trait = 3d6 (9/day)
TRAVEL domain
Increase your base speed by 10 feet.
Granted Powers
Agile Feet (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.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—teleport (greater), 8th—phase door, 9th—astral projection.
Herald Caller:
4 skill points, light armor proficiency
Spontaneous casting of summon monster spells
Summoned monsters and caller can understand one another
Can heal summoned creatures even when out of range of channel energy