Male Human Cleric 4
NG Medium Humanoid (Human)
Init 3; Senses Perception +3


AC 20, touch 13, flat-footed 17   (6 armor, 1 shield, +3 Dex)
hp 31 (4d8
Fort 6, Ref 4, Will 7


Spd 30 ft.
1 Mace, Heavy

- Normal – 6 (1d83/20/x2) and
   Javelin 1 (1d62/20/x2) and
   Unarmed Strike 5 (1d32/20/x2)
Ranged Crossbow, Heavy 6 (1d10/19-20/x2)
Special Attacks Agile Feet (6/day)
Cleric Spells Known (CL 4, 5 melee touch, 6 ranged touch):
2 (3/day) Resist Energy (DC 15), Shield Other (DC 15), Delay Poison (DC 15), Remove Paralysis (DC 15)
1 (4/day) Bless, Detect Evil, Protection from Evil (DC 14), Remove Fear (DC 14), Sanctuary (DC 14)
0 (at will) Light, Read Magic (DC 13), Create Water, Detect Poison


Str 14, Dex 16, Con 14, Int 8, Wis 16, Cha 14
Base Atk 3; CMB 5; CMD 18
Feats Point Blank Shot, Precise Shot, Rapid Shot
Skills Acrobatics -1, Appraise +3, Climb -2, Diplomacy +9, Escape Artist -1, Fly -1, Heal +7, Knowledge (Religion) +3, Linguistics +3, Ride -1, Sense Motive +9, Spellcraft +3, Stealth -1, Swim -2
Languages Common, Orc
SQ Antitoxin (vial), Aura (Ex), Channel Positive Energy 2d6 (5/day) (DC 14) (Su), Cleric Domain: Liberation, Cleric Domain: Travel, Liberation (4 rounds/day) (Su), Spontaneous Casting
Combat Gear
1 Bolts, Crossbow

- Normal – (50), +1 Mace, Heavy

- Normal -, Bolts, Crossbow (20), Buckler, Crossbow, Heavy, Javelin (11), Masterwork Breastplate; Other Gear Antitoxin (vial), Backpack (empty), Bottle, wine, glass, Bread, per loaf, Caltrops, Chalk, 1 piece, Everburning torch, Flint and steel, Grappling hook, Holy symbol, silver: Desna, Holy Water Flask, Meat, chunk of, Rope, silk (50 ft.) (2), Spell component pouch, Tanglefoot bag (2)


Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Aura (Ex) The Cleric has an aura corresponding to his deity’s alignment.
Channel Positive Energy 2d6 (5/day) (DC 14) (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: Liberation Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Cleric Domain: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Liberation (4 rounds/day) (Su) Act as if you had freedom of movement for 4 rounds/day.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don’t get -4 to hit when shooting or throwing into combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.




Carrion Crown RyanWilmot