AC 21 touch 10 flat-footed 21
HP 38 (8/level, +2 con bonus)
Saves Fort +5 Refl +2 Will +8 (+1 bonus from cloak)
Offense:
Speed 20 (heavy armour)
Melee +1 bastard sword (one handed) +8 1d10+4 (19x2)
Ranged light crossbow he’ll never use +3 1d8 (19x2)
Spells per day
4/5/4/3 (1 domain per level)
Spells memorized Level zero Light, Detect Magic, Guidance, Stabilize
Level one Divine Favor (D), Shield of Faith, Bless, Liberating Command, Remove Fear
Level two Aid, Protection from Evil Communal, Grace, Shatter (D)
Level three Dispel Magic, Greater Stunning Barrier, Rage (D)
Statistics:
Str 16 Dex 10 Con 14 Int 10 Wis 16 Cha 13
Base Attack +3; CMB 6; CMD 16
Feats Heavy Armour Proficiency, Extend Spell, Combat Casting, Weapon Focus Bastard Sword, Power Attack
Traits Witty Repartee (Bluff is a class skill, +1 to bluff)
Fed up Citizen (+1 to disguise, disguise is a class skill, HD is four lower for purposes of detect good)
Skills
Points per level: +4 (+2 class, +1 race, +1 favored class bonus)
ACP (-5)
Magical gear: masterwork full plate, +1 bastard sword, wand of CLW (50/50), cloak of resistance +1
Money: 68 gold
Special Abilities:
Channel Energy 3d6
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.
Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
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).