Viniana
female human cleric 1
NG medium humanoid (human)
Init +2;
Senses Perception +3
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Defense
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 10 (1d8+2)
Fort +1,
Ref +2,
Will +5
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Offense
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Speed 30 ft.
Melee glaive +3 (1d10) and
. . dagger +0 (1d4 19-20/x2)
Ranged light crossbow +2 (1d8 19-20/×2)
Special Attacks dazing touch (6/6), touch of good (5/5), channel energy (dc 12) (5/5)
Spells (CL 1; concentration +4):
1st—
obscuring mist,
divine favor,
charm person (dc 14) (ds)
0—
light,
create water,
stabilize
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Statistics
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Str 10,
Dex 14,
Con 12,
Int 10,
Wis 17,
Cha 14
Base Atk +0;
CMB +0;
CMD 12
Feats WP: simple and glaive; AP: light, med, shields (-T); channel smite (1st), guided hand (bf)
Traits talented, student of faith
Skills heal +7=+3+1+3, knowledge (religion) +4=+0+1+3, perform (dance) +7=+2+1+3+1
Languages common
Combat Gear leather armor (15), dagger (1), glaive (10), light crossbow (4), bolts (20);
Other Gear gear 1
Misc Gear (backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, a mess kit, rope, soap, a spell component pouch, trail rations (5 days), a waterskin, and a wooden holy symbol).(20), 67 gp
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Special Abilities
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Aura Neutral Good
Channel Energy 1d6
Charm Domain
Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.
Domain Spells: 1st—charm person, 2nd—calm emotions, 3rd—suggestion, 4th—heroism, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—demand, 9th—dominate monster.
Good Domain
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).
Student of Faith: Because of your strong faith and broad range of study, you cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Talented: You gain a +1 trait bonus on checks with a single Perform skill (dance), and all Perform skills are always class skills for you.