Male Human Cavalier 1 Cleric 1
LG Medium Humanoid (Human)
Hero Points 1
Init 5; Senses Perception +2


AC 11, touch 11, flat-footed 10   (1 Dex)
hp 13 (1d10+1d8)
Fort 4, Ref 1, Will 4


Spd 20 ft.
Melee Heavy Shield Bash +2 (1d4
1/20/x2) and
   Longsword 2 (1d81/19-20/x2) and
   Unarmed Strike 2 (1d31/20/x2)
Ranged Crossbow, Light 2 (1d8/19-20/x2)
Special Attacks Battle Rage (5/day), Star’s Challenge +1 (1/day)
Spell-Like Abilities Battle Rage (5/day), Inspiring Word (5/day)
Cleric Spells Prepared (CL 1, 2 melee touch, 2 ranged touch):
1 (2/day) Magic Weapon (DC 13), Protection from Evil (DC 13), Unbreakable Heart
0 (at will) Mending, Stabilize, Virtue


Str 13, Dex 12, Con 10, Int 13, Wis 14, Cha 14
Base Atk
1; CMB 2; CMD 13
Feats Code d’honneur, Duck and Cover, Improved Initiative
Skills Acrobatics -2, Appraise +5, Climb +2, Craft (Armor) +3, Diplomacy +6, Escape Artist -2, Fly -2, Heal +6, Intimidate +6, Knowledge (Nobility) +5, Knowledge (Religion) +5, Linguistics +5, Ride +2, Sense Motive +6, Stealth -2, Swim -2 Modifiers
3 Ride while riding your bonded mount., Star’s Skills
Languages Common, Dwarven, Solamnique
SQ Animal Companion Link (Ex), Aura (Ex), Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su), Cleric Domain: Nobility, Cleric Domain: War, Hero Points (1), Spontaneous Casting, Tactician (Duck and Cover) 3 rds (1/day) (Ex)
Combat Gear Bolts, Crossbow (10), Chain Shirt, Crossbow, Light, Longsword, Masterwork Chain Shirt, Shield, Heavy Wooden; Other Gear Backpack (8 @ 25 lbs), Bedroll, Gri-gri de protection contre le mal, Holy symbol, wooden: Kiri Jolith, Pouch, belt (1 @ 2.12 lbs), Pouch, belt (10 @ 0 lbs), Rope, hempen (50 ft.), Tindertwig (10), Torch (5), Traveler’s outfit


+3 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -3 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Aura (Ex) The Cleric has an aura corresponding to his deity’s alignment.
Battle Rage (5/day) (Sp) Grant +1 to a melee damage rolls.
Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (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: Nobility Granted Powers: You are a great leader, an inspiration to all who follow the teachings of your faith.
Cleric Domain: War Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Duck and Cover Share the result of your Ref save die roll with an adjacent ally who also has this feat, but the borrower is knocked prone. Also gain a +2 cover bonus to AC vs. ranged attack if your ally is wielding a shield.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Inspiring Word (5/day) (Sp) Target receives +2 on attack, skill checks, ability checks and saving throws for 1 rds.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Star’s Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 to all saves while threatening your target.
Star’s Skills +1 (Ex) +1 to Knowledge (Religion) checks relating to chosen faith.
Tactician (Duck and Cover) 3 rds (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30’.

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