Male Half-Orc Cleric 3
LG Medium humanoid (human, orc) Init +0; Senses darkvision 60 ft.; Perception +2
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield) hp 21 (3d8+3) Fort +4, Ref +1, Will +5 Defensive Abilities orc ferocity
Speed 20 ft. Melee
» Heavy shield bash -1 (1d4+1/×2) and
» +1 Light mace +4 (1d6+2/×2) and
» Falchion +3 (2d4+1/18-20/×2) Ranged
» Longbow +2 (1d8/×3) Special Attacks
» Channel Energy 2d6 Spell-Like Abilities
» Calming Touch (5/day), Touch of Good (5/day) Cleric Spells Prepared (CL 3rd; concentration +5):
2nd (2/day) – shield other, hold person (DC 14), bull’s strength
1st (3/day) – protection from evil, protection from evil, bless, diagnose disease
0 (at will) – stabilize, purify food and drink (DC 12), detect poison, light
Str 13, Dex 10, Con 12, Int 10, Wis 15, Cha 14 Base Atk +2; CMB +3; CMD 13 Feats Extra Channel, Reach Spell Traits child of the temple, erastil’s speaker Skills Diplomacy +7, Heal +9, Intimidate +4, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +7; Racial Modifiers +2 Intimidate Languages Common, Orc SQ aura, domains (community, good), orc blood, spontaneous casting Combat Gear Healer’s kit; Other Gear Agile breastplate, Heavy wooden shield, +1 Light mace, Arrows (20), Falchion, Longbow, Cleric’s vestments, Holy symbol, wooden (Erastil), Scale from Kassen’s Armour, 37 GP
Aura (Ex) The Cleric has an aura corresponding to his deity’s alignment. Calming Touch (5/day) (Sp) Heal 1d6+1 nonlethal damage and cure conditions by touch. Cleric Channel Positive Energy 2d6 (7/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Community) Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds. Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity. Darkvision (60 feet) You can see in the dark (black and white vision only). Erastil’s Speaker You understand the importance of keeping the peace in your community, and you have learned how to speak to the faithful in ways that they understand. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher. Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells. Touch of Good (5/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r.