Pathfinder Society San Antonio
Holg

Description

HOLG    CR 7
Male Human (Kellid) Cleric 7 Fighter 1
CN Medium Humanoid (Human)
Init +1; Senses Perception +10


DEFENSE

AC 21, touch 10, flat-footed 21   (+11 armor)
hp 52 (1d10+7d8+8)
Fort +9, Ref +3, Will +10

OFFENSE

Spd 20 ft.
Melee +1 Consecrated, Keen Greatsword +10/+5 (2d6+5/17-20/x2) and
   Morningstar +9/+4 (1d8+3/20/x2)
Ranged Crossbow, Light +6/+1 (1d8/19-20/x2)
Special Attacks Destructive Smite +3 (6/day), Ferocious Strike (+3) (6/day)
Spell-Like Abilities Light (At will)
Cleric Spells Prepared (CL 7, 9 melee touch, 6 ranged touch):
4 (1/day) Spell Immunity (DC 17), Divine Power (DC 17)
3 (3/day) Rage, Prayer, Invisibility Purge (DC 16), Dispel Magic
2 (4/day) Restoration, Lesser (DC 15), Resist Energy (DC 15), Bear’s Endurance (DC 15), Bull’s Strength (DC 15), Hold Person (DC 15)
1 (5/day) Protection from Evil (DC 14), Remove Fear (DC 14), Comprehend Languages (DC 14), Bless, Enlarge Person (DC 14), Endure Elements (DC 14)
0 (at will) Stabilize, Detect Magic, Guidance, Light

STATISTICS

Str 14/16, Dex 10, Con 12, Int 10, Wis 16, Cha 17/19
Base Atk +6; CMB +9; CMD 19
Feats Channel Smite, Extra Channel, Improved Channel, Power Attack -2/+4, Selective Channeling, Versatile Channeler
Traits Exalted of the Society, Veteran of Battle
Skills Acrobatics -5, Climb -2, Diplomacy +15, Escape Artist -5, Fly -5, Heal +14, Knowledge (Religion) +11, Perception +10, Ride -5, Stealth -5, Swim -2
Languages Common, Hallit
SQ Aura (Ex), Cleric Domain: Ferocity, Cleric Domain: Rage, Spontaneous Casting, Temple (empty) (1/session), Versatile Cleric Channel Positive Energy 4d6 (10/day) (DC 19) (Su), Wayfinder, Standard (1 @ 0 lbs)
Combat Gear +1 Consecrated, Keen Greatsword, +2 Full Plate, Bolts, Crossbow (20), Crossbow, Light, Morningstar; Other Gear Alchemist’s Fire Flask, Belt of Giant Strength, +2, Cleric’s vestments, Cloak of Resistance, +1, Dungeoneering Kit, Deluxe, Handy Haversack (4 @ 44 lbs), Holy symbol, silver: Gorum, Ioun Stone, Pink and Green Sphere, Pathfinder’s Kit, Temple (empty) (1/session), Wand of Cure Light Wounds, Wand of Cure Light Wounds, Wayfinder, Standard (1 @ 0 lbs)

TRACKED RESOURCES

Alchemist’s Fire Flask – 0/1
Bolts, Crossbow – 0/20
Destructive Smite +3 (6/day) (Su) – 0/6
Ferocious Strike (+3) (6/day) (Su) – 0/6
Light (At will) (Sp) – 0/0
Temple (empty) (1/session) – 0/1
Versatile Cleric Channel Positive Energy 4d6 (10/day) (DC 19) (Su) – 0/10
Wand of Cure Light Wounds – 0/18

SPECIAL ABILITIES

Aura (Ex) The Cleric has an aura corresponding to his deity’s alignment.
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 be
Destructive Smite +3 (6/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.
Ferocious Strike (+3) (6/day) (Su) +3 damage for an attack.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Temple (empty) (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 4d6 (10/day) (DC 19) (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.
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.
Wayfinder, Standard (1 @ 0 lbs) 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 250gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp

Bio