Pathfinder Society San Antonio
Male Human (Kellid) Cleric 10
CN Medium humanoid (human)
Init +1; Senses Perception +14
AC 21, touch 10, flat-footed 21 (+11 armor)
hp 63 (10d8+10)
Fort +9, Ref +4, Will +12; +2 resistance bonus to recover from a continuing effect (ongoing poison, ongoing disease, recover from hold person, etc.)
Speed 20 ft.
Melee +1 consecrated, keen greatsword +6/+1 (2d6+5/17-20) and
morningstar +5/+0 (1d8+3)
Ranged light crossbow +2/-3 (1d8/19-20)
Special Attacks destructive smite (+5, 7/day), ferocious strike, might of the gods (+10, 10 rounds/day), channel positive energy 11/day (DC 22, 5d6)
Cleric Spells Prepared (CL 10th; concentration +14):
5th-breath of life (DC 19), pillar of life, righteous might [D]
4th-air walk, blessing of fervor (DC 18), divine power, restoration, spell immunity [D]
3rd-dispel magic, invisibility purge, prayer, protection from energy, rage [D]
2nd-aid (x2), bull’s strength [D], grace, lesser restoration, resist energy
1st-bless, enlarge person [D] (DC 15), entropic shield, liberating command, protection from evil, shield of faith
0 (at will)-detect magic, enhanced diplomacy, guidance, light, stabilize
[D] Domain spell; Domains Destruction, Ferocity, Rage, Strength
Str 16, Dex 10, Con 12, Int 10, Wis 18, Cha 21
Base Atk +7; CMB +10; CMD 20
Feats Channel Smite, Extra Channel, Improved Channel, Power Attack, Selective Channeling, Versatile Channeler
Traits exalted of the society, magical knack, veteran of battle
Skills Diplomacy +18, Heal +17, Knowledge (religion) +13, Perception +14
Languages Common, Hallit
SQ aura, domains (ferocity, rage), rage
Combat Gear cassock of the clergy, wand of cure light wounds (2 charges), wand of cure light wounds (50 charges), alchemist’s fire
Other Gear +2 full plate, +1 consecrated, keen greatsword, crossbow bolts (20), light crossbow, morningstar, aegis of recovery, belt of giant strength +2, cloak of resistance +1, feather step slippers, handy haversack, headband of alluring charisma +4, ioun stone (incandescent blue sphere), wayfinder, cleric’s vestments, dungeoneering kit, deluxe, holy symbol, silver, pathfinder’s kit, 202 PP, 1 GP, 9 SP, 3 CP
Aegis of recovery (1 uses) +2 resist bonus to recover from effects, heals wearer below 0 hp and crumbles.
Aura (Ex) The Cleric has an aura corresponding to his deity’s alignment.
Cassock of the clergy +3 on Cha based checks to influence creatures of same alignment/deity.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Domain (Ferocity) Associated Domain: Strength
Cleric Domain (Rage) Associated Domain: Destruction
Note: The effective level for the barbarian rage powers is currently equal to the cleric level. The rule that they should only count their effective barbarian level as 1/2 their cleric level has not bee
Destructive Smite +5 (7/day) (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
Exalted of the Society You may channel energy 1 additional time per day.
Feather step slippers Ignore difficult terrain as though affected by feather step.
Ferocious Strike (+5) (7/day) (Su) +5 damage for an attack.
Magical Knack (Cleric) +2 CL for a specific class, to a max of your HD.
Might of the Gods (10 rounds/day) (Su) Add your cleric level to your STR for checks.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (10 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Selective Channeling Exclude targets from the area of your Channel Energy.
Temple (1/session) Can use Heal for Day Job rolls. Free cure mod/lesser restoration if activate.
Versatile Channeler Channel both positive and negative energy
Versatile Cleric Channel Positive Energy 5d6 (11/day) (DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.
Wand of cure light wounds (2 charges) Add this item to create a wand of a chosen spell.
Wand of cure light wounds (50 charges) Add this item to create a wand of a chosen spell.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Note: This item costs only 250 gp for members of the Pathfinder Society
Requirements Craft Wondrous Item, light; Cost 250 gp
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +5, Will +1
Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Tricks Come [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Perception +6
Other Gear pathfinder’s kit, spelunking kit
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.