Jan Nick Lawful Neutral
Name Player Alignment Deity
Clr1 Human Male 20
Class & Level Race Gender Age Eyes
0 1 Medium 5 ft. 5' 10" 180 lbs.
XP ECL Size Reach Height Weight Hair
9
-1
9
-1
9
-1
10
+0
10
+0
10
+0
14
+2
14
+2
14
+2
12
+1
12
+1
12
+1
18
+4
18
+4
18
+4
14
+2
14
+2
14
+2
11
 
18
6
2
0
0
0
0
10
 
18
 Walk 20 ft.
+0
+0
+0
+0
40
0
-6
+3
+4
+2
+2
+0
+0
+0
+0
+0
+0
+0
+0
+0
+6
+2
+4
+0
+0
+0
-1
+0
-1
+0
+0
+0
+0
+0
+0
+0
+0
+0
-1
+0
-1
+0
+0
+0
-1
1d3-1
20/x2
 *Club
M
5 ft.
20/x2
Both
B
-1
1d6-1
-3
1d6-1
N/A
N/A
N/A
N/A
N/A
N/A
N/A
N/A
 *Breastplate
Medium
+6
+3
-4
25
 *Shield, Heavy Wooden
Heavy
+2
-2
15
30
60
90
90
180
450
 
1/1
 
Acrobatics
DEX
-6
=
0
+
+
-6
Appraise
INT
1
=
1
+
+
0
Bluff
CHA
2
=
2
+
+
0
Climb
STR
-6
=
-1
+
+
-5
Craft (Untrained)
INT
1
=
1
+
+
0
Diplomacy
CHA
6
=
2
+
1.0
+
3
Disguise
CHA
2
=
2
+
+
0
Escape Artist
DEX
-6
=
0
+
+
-6
Fly
DEX
-6
=
0
+
+
-6
Heal
WIS
8
=
4
+
1.0
+
3
Intimidate
CHA
2
=
2
+
+
0
Perception
WIS
9
=
4
+
1.0
+
4
Perform (Untrained)
CHA
2
=
2
+
+
0
Ride
DEX
-6
=
0
+
+
-6
Sense Motive
WIS
8
=
4
+
1.0
+
3
Stealth
DEX
-6
=
0
+
+
-6
Survival
WIS
4
=
4
+
+
1
Swim
STR
-7
=
-1
+
+
-6
 
 
Common, , Celestrial, Draconic
Armor Proficiency, Light ~ You are skilled at wearing light armor.
Armor Proficiency, Medium ~ You are skilled at wearing medium armor.
Diehard ~ You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.
Endurance ~ Harsh conditions or long exertions do not easily tire you.
Shield Proficiency ~ You are trained in how to properly use a shield.
Simple Weapon Proficiency ~ You are trained in the use of basic weapons.
Channel Positive Energy (Su) ~ You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this abilty 5 times per day.
Calming Touch ~ You can touch a creature as a standard action to heal it of 1d6+1 points of nonlethal damage. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability 7 times per day.
Orisons ~ You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Rebuke Death ~ You can touch a living creature as a standard action, healing it of 1d4 points of damage. You can only use this ability on a creature that is below 0 hit points. You can use this ability 7 times per day.
Spontaneous Casting ~ You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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).
Cleric of

Community:
Healing:
Blowgun, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Gauntlet, Gauntlet (Spiked), Javelin, Longspear, Mace (Heavy), Mace (Light), Morningstar, Quarterstaff, Rock, Shieldbash (Heavy), Shieldbash (Light), Shortspear, Sickle, Sling, Spear, Spells (Ray), Spells (Touch), Unarmed Strike
5sp, 9cp

Cleric (Divine caster, Primary Stat: WIS, Casterlevel: 1)
Spell Level
0
1
2
3
4
5
6
7
8
9
Cast per Day
3
2+1
0
0
0
0
0
0
0
0
Backpack
Equipped
1
2 lbs.
2 gp
Bedroll
Saddlebags
1
5 lbs.
0.1 gp
Breastplate
Equipped
1
30 lbs.
200 gp
Feed (Per Day)
Saddlebags
7
10 lbs.
0.05 gp
Holy Symbol (Wooden)
Carried
1
0 lbs.
1 gp
Mule
1
0 lbs.
8 gp
Quarterstaff
Equipped
1
4 lbs.
0 gp
Rations (Trail/Per Day)
Saddlebags
14
1 lbs.
0.5 gp
Saddlebags
Mule
1
8 lbs.
4 gp
Shield, Heavy Wooden
Equipped
1
10 lbs.
7 gp
Cleric's Vestments
Equipped
1
6 lbs.
0 gp
Waterskin (Filled)
Saddlebags
1
4 lbs.
1 gp
Total Weight: 46 lbs., Total Value: 230.45 gp
Prepared Spells
0th level Cleric Spells DC Saving Throw Casting Time Duration Range Componants SR School
 Detect Magic None 1 standard action Concentration, up to 1 minutes [D] 60 ft. V, S No Divination
 Effect: You detect magical auras.
Source: PFCR, p.267 
 Target: Cone-shaped emanation
Casterlevel:
 Light None 1 standard action 10 minutes Touch V, M/DF No Evocation
 Effect: This spell causes a touched object to glow like a torch.
Source: PFCR, p.304 
 Target: Object touched
Casterlevel:
 Stabilize 14 Will negates (harmless) 1 standard action Instantaneous Close (25 ft.) V, S Yes (harmless) Conjuration
 Effect: Upon casting this spell, you target a living creature that has -1 or fewer hit points.
Source: PFCR, p.348 
 Target: One living creature
Casterlevel:
1st level Cleric Spells DC Saving Throw Casting Time Duration Range Componants SR School
 Bless None 1 standard action 1 minutes 50 ft. V, S, DF Yes (harmless) Enchantment
 Effect: Bless fills your allies with courage.
Source: PFCR, p.249 
 Target: The caster and all allies within a 50-ft. burst, centered on the caster
Casterlevel:
 Cure Light Wounds 15 Will half (harmless); see text 1 standard action Instantaneous Touch V, S Yes (harmless); see text Conjuration
 Effect: When laying your hand upon a living creature, you channel positive energy that cures 1d8+1 points of damage.
Source: PFCR, p.263 
 Target: Creature touched
Casterlevel:
 Sanctuary 15 Will negates 1 standard action 1 rounds Touch V, S, DF No Abjuration
 Effect: Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save.
Source: PFCR, p.336 
 Target: Creature touched
Casterlevel: