Zypher
Sylph cleric of Shelyn 1/monk 1 (Pathfinder RPG Advanced Race Guide 156)
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 15, touch 15, flat-footed 13 (+1 Dex, +1 dodge, +3 Wis)
hp 15 (2d8+2)
Fort +5, Ref +3, Will +7
Defensive Abilities monastic; Resist electricity 5
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Offense
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Speed 30 ft.
Melee unarmed strike +0 (1d6) or
unarmed strike flurry of blows -1/-1 (1d6)
Special Attacks channel positive energy 5/day (DC 12, 1d6), flurry of blows, stunning fist (1/day, DC 14)
Spell-Like Abilities (CL 2nd; concentration +4)
1/day—feather fall
Domain Spell-Like Abilities (CL 2nd; concentration +4)
6/day—bit of luck, lightning arc (1d6+1 electricity)
Cleric Spells Prepared (CL 1st; concentration +4)
1st—bless, know the enemy[UM], obscuring mist[D]
0 (at will)—detect magic, guidance, stabilize
D Domain spell; Domains Air, Luck
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Statistics
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Str 10, Dex 12, Con 12, Int 10, Wis 16, Cha 15
Base Atk +0; CMB +0; CMD 15
Feats Dodge, Empower Spell, Extra Channel, Improved Unarmed Strike, Selective Channeling, Stunning Fist
Traits mediator, monastic
Skills Acrobatics +5, Diplomacy +7, Heal +7, Knowledge (history) +4, Knowledge (religion) +4, Perception +7, Sense Motive +7
Languages Auran, Common
Other Gear belt pouch, blanket, meal, poor (per day) (5), mug/tankard, spell component pouch, tea (per cup) (5), teapot, waterskin, 991 gp, 7 sp, 8 cp
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Special Abilities
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Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Air) Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Lightning Arc 1d6+1 electricity (6/day) (Sp) As a standard action, ranged touch attack deals electricity dam to foe in 30 ft.
Mediator +1 DC for [charm/compulsion] effects that result in peaceful acts & don't give ongoing control.
Monastic (1/day) Swift action: +1 trait bonus to AC for 1 min, if not wearing armor, shield, holding something, or encumbered.
Selective Channeling Exclude targets from the area of your Channel Energy.
Stunning Fist (1/day, DC 14) You can stun an opponent with an unarmed attack.