RHEA, ELLIQUIY VERSION CR 1/2
Male Drow Cleric 1
CG Medium Humanoid (Elf)
Init +1;
Senses Darkvision (120 feet), Low-Light Vision; Perception +6
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DEFENSE--------------------
AC 15, touch 11, flat-footed 14. . (+4 armor, +1 Dex)
hp 8 (1d8)
Fort +2,
Ref +1,
Will +5
Immune sleep;
Resist Elven Immunities;
SR 7
Weakness Light Blindness
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OFFENSE--------------------
Spd 20 ft.
Melee Sword, Bastard +0 (1d10/19-20/x2) and
. . Unarmed Strike +0 (1d3/20/x2)
Ranged Sling +1 (1d4/20/x2)
Spell-Like Abilities Dancing Lights (1/day), Darkness (1/day), Faerie Fire (1/day), Rebuke Death (6/day), Touch of Good (6/day)
Cleric Spells Known (CL 1, 0 melee touch, 1 ranged touch):
1 (2/day)
Shield of Faith (DC 14), Protection from Evil (DC 14), Sanctuary (DC 14)0 (at will)
Stabilize, Detect Poison, Purify Food and Drink (DC 13)--------------------
STATISTICS--------------------
Str 10,
Dex 13,
Con 10,
Int 12,
Wis 16,
Cha 16
Base Atk +0;
CMB +0;
CMD 11
Feats Selective Channeling
Skills Acrobatics -1, Climb -2, Escape Artist -1, Fly -1, Heal +7, Perception +6, Perform (Dance) +4, Perform (Sing) +4, Ride -1, Spellcraft +5, Stealth -1, Survival +4, Swim -2
Languages Draconic, Elven, Undercommon
SQ Aura (Ex), Channel Positive Energy 1d6 (6/day) (DC 13) (Su), Cleric Domain: Good, Cleric Domain: Healing, Poison Use (Ex), Spontaneous Casting
Combat Gear Armored Coat, Bullets, Sling (20), Sling, Sword, Bastard;
Other Gear Backpack (19 @ 44 lbs), Bedroll, Blanket, winter, Flint and steel, Holy symbol, wooden: Eilesstree, Lamp, common waterproof, Oil (1-pint flask) (10), Pouch, belt (3 @ 1 lbs), Tent, Small, Waterskin (5), Whetstone
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SPECIAL ABILITIES--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (6/day) (DC 13) (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: Good Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain: Healing Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Rebuke Death (6/day) (Sp) Heal 1d4 damage to creatures at negative HP.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Resistance (7) You have Spell Resistance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Good (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r.
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