|
|
|
+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 |
|
|
|
|
*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 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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). |
|
|
|
|
|
|
|
|
|
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 |
|
|
|
|
|
|
|
|
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 |
|
|
|
|
|
|