Male Human (Garundi) Cleric 5
NG Medium Humanoid (human)
Init +2; Senses Perception +5
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 33 (5d8+5)
Fort +6, Ref +3, Will +10; +2 vs. electricity
Speed 30 ft.
Melee +1 Trident +6 (1d8+4/x2)
Spell-Like Abilities Icicle (8/day)
Cleric Spells Prepared (CL 5):
3 (2/day) Invisibility Purge, Gaseous Form, Chain of Perdition
2 (3/day) Spear of Purity (DC 17), Spiritual Weapon, Wind Wall, Returning Weapon
1 (5/day) Divine Favor, Shield of Faith, Bless, Comprehend Languages, Endure Elements, Obscuring Mist
0 (at will) Spark (DC 15), Stabilize, Purify Food and Drink (DC 15), Detect Magic
Str 14, Dex 12, Con 13, Int 10, Wis 20, Cha 13
Base Atk +3; CMB +5; CMD 16
Feats Combat Casting, Selective Channeling, Storm-Lashed, Warrior Priest
Traits Child of Nature (Knowledge [nature]), Exalted of the Society
Skills Acrobatics +0, Climb +1, Diplomacy +7, Escape Artist +0, Fly +2, Heal +10, Knowledge (history) +6, Knowledge (nature) +8, Knowledge (religion) +6, Ride +0, Stealth +0, Survival +6 (+8 to find food and water), Swim +3
Languages Common, Osiriani
SQ aura, cleric channel positive energy 3d6 (5/day) (dc 13), domains (water, wind), spontaneous casting, wind blast (8/day)
Combat Gear Wand of Cure Light Wounds; Other Gear +1 Chain shirt, +1 Trident, Cloak of resistance +1, Headband of inspired wisdom +2, Ioun torch, Backpack, masterwork (7 @ 15.5 lbs), Bedroll, Belt pouch (1 @ 0 lbs), Flint and steel, Gozreh, Ink, black, Inkpen, Journal, Parchment (4), Scroll case (4 @ 0 lbs), Silk rope, Waterskin, 5317 GP, 5 CP
+1 Trident – 0/1
Cleric Channel Positive Energy 3d6 (5/day) (DC 13) (Su) – 0/5
Icicle (1d6+2) (8/day) (Sp) – 0/8
Wand of Cure Light Wounds – 0/50
Wind Blast (8/day) (Su) – 0/8
Aura (Ex) The Cleric has an aura corresponding to his deity’s alignment.
Child of Nature (Knowledge [nature]) +2 Survival to find food and water, +1 Knowledge (Nature), and one of these is a class skill.
Cleric Channel Positive Energy 3d6 (5/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Water) Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Cleric Domain (Wind) Associated Domain: Air
Combat Casting +4 to Concentration checks to cast while on the defensive.
Exalted of the Society You may channel energy 1 additional time per day.
Icicle (1d6+2) (8/day) (Sp) 30’ Ranged touch attack deals 1d6+2 Cold damage.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Storm-Lashed Ignore many of the effects of bad weather
Wand of Cure Light Wounds Add this item to create a wand of a chosen spell.
Warrior Priest +2 on concentration checks when casting defensively or grappling.
Wind Blast (8/day) (Su) Create a blast of air that can bull rush targets.