Priest of Nox
Male Human Cleric 6
NG Medium humanoid (human, human)
Init +1; Senses Perception +8,
Aura Aura of Law,
AC 18, touch 11, flat-footed 17 (5 *Scale Mail, +2 Heavy Shield)
hp 47 (6d8)8, Ref +3, Will +9
Speed 20 ft.
Melee mace (heavy) +4 (1d8)
Melee darkwood shield +0 (1d4)
Space 5 ft. by 5 ft.; Reach 5 ft.
Special Attacks Channel Positive Energy (3d6, DC 14, 4/day), Lore Keeper,
Prepared Spells Prepared Spell List
Cleric (CL 6th):
3rd – daylight , dispel magic , prayer , *speak with dead (DC 17)
2nd – aid , augury (DC ) , hold person (DC 16) , remove disease (DC 16) , summon monster ii
1st – ant haul (2) (DC 15) , command (DC 15) , comprehend languages (DC ) , *cure light wounds (DC 15)
0th – create water , detect magic , light , stabilize (DC 14)
*: Domain spell.
Deity Irori; Domains Knowledge, Restoration Subdomain,
Str 10, Dex 12, Con 12, Int 14, Wis 18, Cha 13
Base Atk +4; CMB +4; CMD 15
Feats Deceitful, Great Fortitude, Selective Channeling, Turn Undead
Skills Acrobatics -3, Appraise +2, Bluff +9, Craft (Untrained) +2, Diplomacy +7, Disguise +3, Escape Artist -3, Fly -3, Heal +9, Intimidate +2, Knowledge (Dungeoneering) +6, Knowledge (Religion) +7, Perception +8, Perform (Untrained) +1, Sense Motive +11, Spellcraft +8, Stealth -3, Survival +4, Use Magic Device +4,
Languages Common, Dwarven, Elven
Special Qualities Aura, Aura of Law, Bonus Feat, Healer’s Blessing, Orisons, Remote Viewing (6 rounds/day), Restorative Touch, Skilled, Spontaneous Casting, Weapon and Armor Proficiency,
Possessions mace (heavy); scale mail; vestments (cleric’s); darkwood shield; scroll (water walk);
Deity: Irori Domains: Knowledge(You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.) Restoration Subdomain()
Prepared Spells Prepared Spells: Cleric (CL 6): 0th – create water , detect magic , light , stabilize (DC 14) 1st – ant haul (2) (DC 15) , command (DC 15) , comprehend languages (DC ) , *cure light wounds (DC 15) 2nd – aid , augury (DC ) , hold person (DC 16) , remove disease (DC 16) , summon monster ii 3rd – daylight , dispel magic , prayer , *speak with dead (DC 17)
Cleric: Spells per Day: (4/4+1/4+1/3+1/0/0/0/0/0/ DC:15+spell level), Spells Known: 0th – Bleed, Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Spark, Stabilize, Virtue 1st – Ant Haul, Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Comprehend Languages, Cure Light Wounds, Cure Light Wounds, Dancing Lantern, 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 Chaos, Protection from Evil, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I 2nd – Aid, Align Weapon, Augury, Bear’s Endurance, Blessing of Courage and Life, Bull’s Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Delay Poison, Detect Thoughts, Eagle’s Splendor, Enthrall, Find Traps, Gentle Repose, Ghostbane Dirge, Grace, Hold Person, Inflict Moderate Wounds, Instant Armor, Make Whole, Owl’s Wisdom, Remove Disease, Remove Paralysis, Resist Energy, Restoration (Lesser), Share Language, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Weapon of Awe, Zone of Truth 3rd – Bestow Curse, Blindness/Deafness, Blindness/Deafness (Only Cause Blindness), Blood Biography, Continual Flame, Create Food and Water, Cure Serious Wounds, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Elemental Speech, Enter Image, Glyph of Warding, Guiding Star, Helping Hand, Inflict Serious Wounds, Invisibility Purge, Locate Object, Magic Circle against Chaos, Magic Circle against Evil, Magic Vestment, Meld into Stone, Nap Stack, Obscure Object, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Sacred Bond, Searing Light, Speak with Dead, Speak with Dead, Stone Shape, Summon Monster III, Summon Monster III (Reptiles Only), Water Breathing, Water Walk, Wind Wall, Wrathful Mantle
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).
Aura of Law (Ex) You project a strong lawful aura.
Bonus Feat Humans select one extra feat at 1st level.
Channel Positive Energy (Su) You can unleash a wave of positive energy dealing 3d6 (DC 14 for half) 4/day.
Fast-Talker You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age.
Healer’s Blessing (Su) All of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%).
Lore Keeper (Sp) You can touch a creature to learn about its abilities and weaknesses.
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.
Remote Viewing (Sp) You can use Clairaudience/Clairvoyance as a spell-like ability.
Restorative Touch (Su) You can touch a creature, letting the healing power of your deity from through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability 7 times per day.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time.
Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.