Half-Elf Cleric, Level 3


Male Half-Elf Cleric 3
NG Medium humanoid (elf, human)
Init +0; Senses low-light vision; Perception +7


AC 15, touch 10, flat-footed 15 (+5 armor)
hp 21 (3d8+1)
Fort +3, Ref +1, Will +6; +2 vs. enchantments, +2 insight bonus vs. illusion spells
Immune magic sleep


Speed 20 ft.
Melee scimitar +2 (1d6/18-20)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks channel positive energy 6/day (DC 14, 2d6)
Domain Spell-Like Abilities (CL 3rd; concentration +6)
   6/day—fire bolt (1d6+1 fire), rebuke death
Cleric Spells Prepared (CL 3rd; concentration +6):
2nd—cure moderate wounds, produce flame [D], sound burst (DC 15)
1st—burning hands [D] (DC 14), cure light wounds, cure light wounds, shield of faith
0 (at will)—detect magic, light, resistance, stabilize
[D] Domain spell; Domains Fire, Healing


Str 10, Dex 10, Con 10, Int 12, Wis 16, Cha 16
Base Atk +2; CMB +2; CMD 12
Feats Selective Channeling, Skill Focus (Diplomacy), Turn Undead
Traits sacred touch, serpent runner (armor)
Skills Acrobatics -4 (-8 jump), Appraise +7, Bluff +5, Climb -4, Craft (alchemy) +7, Diplomacy +12, Disguise +5, Escape Artist -4, Fly -4, Heal +9, Intimidate +5, Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (nobility) +7, Perception +7, Ride -2, Sense Motive +5, Spellcraft +8, Stealth -4, Survival +5, Swim -4; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven
SQ aura, domains (fire, healing), elf blood
Combat Gear shard of pride; Other Gear scale mail, light crossbow, scimitar, backpack, bedroll, belt pouch, candle (10), chalk, explorer's outfit, flint and steel, holy symbol, iron, holy symbol, wooden, holy text, mess kit, pot, rope, soap, spell component pouch, torch (10), trail rations (5), waterskin, whetstone, 66 GP, 9 SP

Special Abilities

Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 2d6 (6/day) (DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fire Bolt (1d6+1 fire) (6/day) (Sp) 30' Ranged touch attack deals 1d6+1 Fire damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Rebuke Death (6/day) (Sp) Heal 1d4+1 damage to creatures at negative HP
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. As a standard action, you may automatically stabilize a dying creature mer
Selective Channeling Exclude targets from the area of your Channel Energy.
Shard of pride +2 insight bonus to saves vs illusion.
Turn Undead (DC 14) Your Channel Energy can make undead in 30 ft flee for 1 min.

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