Male Half-Elf Aristocrat 1 Cleric 1 Ranger 2
CN Medium Humanoid (Elf, Human)
Init +1;
Senses Low-Light Vision; Perception +9
--------------------
DEFENSE--------------------
AC 16, touch 12, flat-footed 14. . (+4 armor, +1 Dex, +1 dodge)
hp 36 (2d10+2d8+12)
Fort +8,
Ref +4,
Will +7
Immune sleep;
Resist Elven Immunities
--------------------
OFFENSE--------------------
Spd 30 ft.
Melee Masterwork Kukri +2 (1d4/18-20/x2) and
. . Masterwork Rapier +3 (1d6+1/18-20/x2) and
. . Unarmed Strike +3 (1d3+1/20/x2)
Spell-Like Abilities Bit of Luck (6/day), Lore Keeper (At will)
Cleric Spells Known (CL 1, 3 melee touch, 3 ranged touch):
1 (2/day)
Bless, Shield of Faith, True Strike0 (at will)
Guidance, Stabilize, Virtue (DC 13)Ranger Spells Known (CL 0, 3 melee touch, 3 ranged touch):
--------------------
STATISTICS--------------------
Str 12,
Dex 13,
Con 16,
Int 8,
Wis 16,
Cha 10
Base Atk +2;
CMB +3;
CMD 15
Feats Dodge, Skill Focus: Intimidate (Adaptability), Two-weapon Fighting, Weapon Focus: Rapier
Skills Acrobatics +0, Climb +0, Diplomacy +4, Escape Artist +0, Fly +0, Heal +8, Intimidate +10, Knowledge: Nature +3, Knowledge: Nobility +5, Knowledge: Religion +3, Perception +9, Ride +0, Stealth +0, Survival +10, Swim +0
Languages Common, Elven
SQ Aura (Ex), Channel Positive Energy 1d6 (3/day) (DC 10) (Su), Cleric Domain: Knowledge, Cleric Domain: Luck, Elf Blood, Enemies: Humanoids (Reptilian) (+2 bonus) (Ex), Spontaneous Casting, Track +1, Wild Empathy +2 (Ex)
Combat Gear Masterwork Rapier, Masterwork Kukri, Masterwork Chain Shirt;
Other Gear Holy symbol, silver: Die Gutsherrin (Waage), Leather Pouch, Noble's outfit, Pearl of Power, 1st Level, Wand of Cure Light Wounds, Wand of Light
--------------------
SPECIAL ABILITIES--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Channel Positive Energy 1d6 (3/day) (DC 10) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Knowledge Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Cleric Domain: Luck Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Enemies: Humanoids (Reptilian) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Reptilian).
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 19.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Track +1 +1 to survival checks to track.
Wild Empathy +2 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
Created With Hero Lab® - try it for free at
http://www.wolflair.com!