The Kingdom of Daytar Leamay
Sailor unit 4
Male human cleric of Terey 3
CN Medium humanoid (human)
Init + 2; Senses Perception + 3
AC 18, touch 12, flat-footed 16 (+ 6 armor, + 2 Dex)
hp 22 (3d8+ 3)
Fort + 4, Ref + 3, Will + 6
Speed 20 ft.
Melee masterwork trident + 3 (1d8)
Ranged masterwork trident (thrown) + 5 (1d8)
Ranged tanglefoot bag + 4 (/none/x0)
Special Attacks channel positive energy (2d6, DC 10, 4/day), storm burst (6/day)
Domain Power Spell-Like Abilities: Internal compass and barometer (always on) Storm Burst (6/day)
Cleric Spells Prepared (CL 3rd, concentration + 6):
2nd—fog cloud, Resist Energy, spiritual weapon
1st—air bubble , divine favor, Comprehend Languages, stunning barrier
0 (at will)—create water , mending , purify food and drink (DC 13), virtue
Domains: Wanderer Weather
Str 10, Dex 14, Con 12, Int 12, Wis 16, Cha 8
Base Atk + 2; CMB + 2; CMD 14
Feats: Extra Channel, Self-Sufficient, Skilled Driver (Sailing Ship)
Skills: Appraise + 5, Diplomacy + 0 , Heal + 10 , Knowledge (Local) + 7 , Knowledge (Religion) + 6 , Profession (Sailor) + 11 , Sense Motive + 7 , Spellcraft + 5 , Stealth – 2 , Survival + 5 , Swim – 2
Traits: trustworthy, world traveler (knowledge (local))
Languages; Common, Elven
SQ: aura, bonus feat, heart of the sea, orisons, spontaneous casting
Gear: agile breastplate, masterwork trident, tanglefoot bag, wand of cure light wounds
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).
Bonus Feat Humans select one extra feat at 1st level.
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 2d6 points of positive energy damage to undead creatures or to heal living creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 10 Will save to halve the damage. You can use this ability 4 times per day.
Cleric Extra Channel
Heart of the Sea Humans born near the sea are always drawn to it. They gain a + 2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a + 4 racial bonus on concentration checks when attempting to cast spells underwater.
Internal compass and barometer: Wanderers cannot get lost, they always know which way is north. Furthermore they can accurately predict the natural weather for the next 24 hours with uncanny precision.
Orisons You can prepare a number of orisons, or 0- level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “Cure” in its name).
Storm Burst (Sp) As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6+ 1 points of nonlethal damage. In addition, the target is buffeted by winds and rain, causing it to take a – 2 penalty on attack rolls for 1 round. You can use this ability 6 times per day
Trustworthy People find it easy to put their faith in you. You gain a + 1 trait bonus on Bluff checks made to fool someone. You also gain a + 1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
World Traveler Your family has taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. You gain a + 1 trait bonus on Knowledge (Local), and it is always a class skill for you.