Male halfling cleric of Sarenrae 14/inquisitor of Sarenrae 1 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Magic 45)
CG Small humanoid (halfling)
Init +7; Senses Perception +22
AC 30, touch 14, flat-footed 27 (+10 armor, +3 Dex, +6 shield, +1 size)
hp 116 (15d8+47)
Fort +14, Ref +10, Will +17; +2 vs. fear
Speed 20 ft.
Melee +1 cold iron morningstar +10/+5 (1d6-1)
Ranged +1 sling +15 (1d3-1)
Special Attacks channel positive energy 5/day (DC 19, 7d6), judgment 1/day
Domain Spell-Like Abilities (CL 14th; concentration +19)
8/day—rebuke death (1d4+7)
Inquisitor Spells Known (CL 1st; concentration +6)
1st (3/day)—cure light wounds, secret speech
0 (at will)—create water, detect magic, light, oath of anonymity
Cleric Spells Prepared (CL 14th; concentration +19)
7th—destruction (DC 22), regenerateD, greater restoration
6th—harm (2, DC 21), healD, sustaining legend
5th—breath of lifeD (DC 20), dispel evil (2), communal spell immunityUC, wall of stone
4th—blessing of fervorAPG (DC 19), cure critical woundsD, dimensional anchor (2), guardian of faithACG, restoration
3rd—communal align weaponACG (2), cure serious woundsD, dispel magic, magic vestment (2)
2nd—cure moderate woundsD, ghostbane dirgeAPG (DC 17), graceAPG, communal protection from evilUC, silence (DC 17), spear of purityUM (DC 17)
1st—comprehend languages, cure light woundsD, detect charm (3), stone shieldARG, weapons against evil
0 (at will)—detect fiendish presence, mending, sign of the dawnflower, stabilize
D Domain spell; Domains Clandestine inquisition, Healing
Str 6, Dex 16, Con 14, Int 13, Wis 21, Cha 14
Base Atk +10; CMB +7; CMD 20
Feats Alertness, Conceal Spell, Deceitful, Improved Initiative, Lightning Reflexes, Quicken Spell, Skill Focus (Stealth), Toughness
Traits armor expert, rahadoumi cultist
Skills Acrobatics +3 (-1 to jump), Bluff +17, Diplomacy +2, Disguise +4, Heal +8, Intimidate -1, Knowledge (planes) +1, Knowledge (religion) +8, Perception +22, Sense Motive +4, Sleight of Hand +14, Spellcraft +6, Stealth +36; Racial Modifiers +2 Bluff, +2 Perception, +2 Stealth
Languages Common, Elven, Halfling
SQ blessed secrecy, delayed spells, disappear, healer's blessing, hide tracks, judgment of escape, stern gaze +1
Combat Gear cold iron sling bullets (50), scroll of dimensional lock; Other Gear +4 mithral breastplate, +4 darkwood heavy wooden shield, +1 cold iron morningstar, +1 sling, headband of inspired wisdom +4, winged boots, 1,926 gp
Blessed Secrecy (5/day) (Su) Roll twice and take better result for Bluff, Disguise, Sleight of Hand, or Stealth
Cleric Channel Positive Energy 7d6 (5/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Clandestine Inquisition) Deities: Achaekek, Desna, Iomedae, Milani, Nethys, Norgorber, Sarenrae, Shelyn, Sivanah.
Granted Powers: Secrecy is required of the faithful in lands where your deity’s worshipers are hunted. Sleight of Hand is a class skill fo
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Conceal Spell (DC 24, Somatic DC 26) Conceal evidence of spellcasting
Delayed Spells (15 rounds, 2/day) (Su) Delay effects of cast spell, can cause to take effect immediately as standard action.
Disappear (15 rounds, 8/day) (Sp) Become invisible until you attack
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Healer's Blessing (Su) Your cure spells are empowered for free.
Hide Tracks (Ex) Creatures attempting to track you take a -5 penalty.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Judgment of Sacred Escape (Su) When hit foe with melee/ranged attack, can create diversion to hide.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Rebuke Death (8/day) (Sp) As a standard action, touch heals 1d4+7 dam to negative HP target.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
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