Blargh. And here I did the sheet before the flavor. Woulda done it sooner but my weekend has been horrible so far.

Sigmund
Male Human;
Medium Humanoid ( Human ) Cleric 3
Hit Dice: (3d8)+3
Hit Points: 24
Initiative: +1
Speed: Walk 20 ft. (Med Load)
AC: 19 (touch 11, flatfooted 18)
Attacks: Masterwork Mace (Heavy/Cold Iron) +4;
Masterwork Starknife (Cold Iron) +4;
Masterwork Starknife (Cold Iron/Thrown) +4;
Damage: Masterwork Mace (Heavy/Cold Iron) 1d8+1;
Masterwork Starknife (Cold Iron) 1d4+1;
Masterwork Starknife (Cold Iron/Thrown) 1d4;
Vision: Face / Reach: 5 ft. / 5 ft.
Special Attacks: Channel Positive Energy
Special Qualities: Aura of Chaos, Aura of Good, Bit of Luck, Liberation, Orisons, Spontaneous Casting
Saves: Fortitude: +4, Reflex: +2, Will: +7
Abilities: STR 12 (+1), DEX 12 (+1), CON 12 (+1), INT 10 (+0), WIS 18 (+4), CHA 13 (+1)
Skills: Acrobatics: -5; Appraise: 5; Bluff: 1; Climb: -5; Craft (Armor): 4; Craft (Untrained): 0; Diplomacy: 5; Disguise: 1; Escape Artist: -5; Fly: -5; Heal: 8; Intimidate: 1; Knowledge (Arcana): 4; Knowledge (Planes): 4; Knowledge (Religion): 4; Perception: 4; Perform (Untrained): 1; Ride: -5; Sense Motive: 8; Spellcraft: 4; Stealth: -5; Survival: 5; Swim: -5; Use Magic Device: 2;
Feats: Armor Proficiency, Light, Armor Proficiency, Medium, Extra Channel, Improved Channel, Selective Channeling, Shield Proficiency, Simple Weapon Proficiency
Challenge Rating: 2
Alignment: Chaotic Good
Possessions: Backpack; Bedroll; Bell; Caltrops; Candle; Case (Map or Scroll); Chain (10 Ft.); Flint and Steel; Healer's Kit; Holy Symbol (Silver); Holy Water (Flask); Ink (1 oz. Vial); Inkpen; Lantern (Bullseye); Lock (Superior); Masterwork Breastplate (Armor Spikes); Masterwork Mace (Heavy/Cold Iron); Masterwork Shield (Heavy/Steel/Shield Spikes); Masterwork Starknife (Cold Iron); Oil (1 Pint Flask); Paper (Sheet); Piton; Rope (Silk/50 ft.); Sack; Vestments (Cleric's);
Deity: Desna
Domains: Liberation () Luck ()
Prepared Spells
Prepared Spell List: Cleric (CL 3): 0th - create water , light , mending (DC 14) , purify food and drink (DC 14) 1st - divine favor (DC ) , shield of faith (DC 15) , summon monster i , *true strike (DC ) 2nd - aid , bull's strength (DC 16) , consecrate
Cleric - Spells per Day: (4/3+1/2+1/0/0/0/0/0/0/ DC:14 + spell level);
Known: Level 0: Bleed, Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Stabilize, Virtue Level 1: Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Evil, Protection from Evil, Protection from Law, Remove Fear, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I, True Strike Level 2: Aid, Aid, Align Weapon, Align Weapon (Good Only), Augury, Bear's Endurance, Bull's Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Delay Poison, Eagle's Splendor, Enthrall, Find Traps, Hold Person, Inflict Moderate Wounds, Make Whole, Owl's Wisdom, Remove Paralysis, Remove Paralysis, Resist Energy, Restoration (Lesser), Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth