Azaal

Strength: 11
Dexterity: 20
Constitution: 6
Intelligence: 14
Wisdom: 20
Charisma: 16
CMS: 14

Description:
Race: Born as Human reincarnated as Elf
Age: 22
Height: 5'8''
Weight: 140 lb
Alignment: Neutral Good
Worshiper of: Sarenrae, God of Sun, Redemption, Honesty and Healing
Class: Cleric
Languages: Taldane, Varisian, Shoanti, Abyssal, Infernal, Elf, Giant, Terran
Weapons: All simple weapons, Scimitar
Armor: Light, Medium and Shields.

Elf

Azaal in Human form

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Cleric Of Sarenrae

Known to her faithful as the Dawnflower, the Healing Flame, and the Everlight, Sarenrae (pronounced SAER-en-ray) teaches temperance and patience in all things. Compassion and peace are her greatest virtues, and if enemies of the faith can be redeemed, they should be. Yet there are those who have no interest in redemption, who glory in slaughter and death. From the remorseless evil of the undead and fiends to the cruelties born in the hearts of mortals, Sarenrae's doctrines preach swift justice delivered by the scimitar's edge. To this end, she expects her faithful to be skilled at swordplay, both as a form of martial art promoting centering of mind and body, and so that when they do enter battle, their foes do not suffer any longer than necessary.

Cleric Special Abilities

Channel Energy:
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric.
Creatures that take damage from channeled energy receive a Will save to halve the damage. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

  • DC: 10 + 1/2 cleric level 5 + Charisma mod 3 + Glory Domain 2 + Improved Channel feat +1 Sacred Conduit Trait (Total: 10+4+3+2+2+1=22)
  • Damage: xD6 + Cleric Level (Sun domain)
  • Misc.: No channel resistance (Sun domain)

Orisons

Good Aura (Ex)

Domains

Glory Domain

Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2..

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.

Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light, 4th—holy smite, 5th—righteous might, 6th—undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate.

Sun Domain

Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.

Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

Feats

Human → Improved Channel: Your channeled energy is harder to resist.
Benefit: Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.

Level 1 → Selective Channeling: You can choose whom to affect when you channel energy.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.

Level 3→ Extra Channel: You can channel divine energy more often.
Benefit: You can channel energy two additional times per day. (Total: 3+3+2 = 8)

Level 5 → Improved Initiative
Benefit:

Level 7 → Spell Penetration
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.

Level 9 → Iron Will

Level 11 → Greater Spell Penetration

Traits

Sacred Conduit: Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure you survived; your mother may or may not have survived. In any event, the magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

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 merely by touching it.

Skills

Skill Descriptions
The clerics class skills:
Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier (2) + Race (0/1) → 4/5

Skill Ranks Placed C1C2C3C4C5C6C7C8C91011
Acrobatics
*Appraise
Bluff
Climb
Craft
*Diplomacy 4 1 1 1 1 1 1
Disable Device
Disguise
Escape Artist
*Fly
Handle Animal
*Heal 1
Intimidate
*Knowledge (Arcana) 1 1
Knowledge (Dungeoneering)
Knowledge (Engineering)
Knowledge (Geography)
*Knowledge (History)
Knowledge (Local)
*Knowledge (Nature)
Knowledge (Nobility)
*Knowledge (Planes) 1 1 1
*Knowledge (Religion) 1 1 1 1 1 1
*Linguistics 1 1 1 1 1
Perception 2
Perform
*Profession
Ride
*Sense Motive 1 1 3 1 1 1 1 1
Sleight of Hand
*Spellcraft 1 1 1 3 1 1
Stealth
Survival
Swim
Use Magic Device
Hit Points (no Con) 9 7 8 2 3 2 8 5 8 6 6
Favored Class Bonus hphphphphphphphphphp

lvl 10 52hp

Resourses

  • Copper Pins: 0
  • Silver Shields: 0
  • Gold Crowns: 1400
  • Platinum: 0

Equipped Magic Items

  • Weapons
    • Long Spear +1
    • Light Crossbow
    • Dagger
  • Armor: (suits of armor) → Mithril Chain Shirt +2
  • Belts: (belts and girdles) → Belt of mighty constitution +2
  • Body: (robes and vestments)
  • Chest: (mantles, shirts, and vests)
  • Eyes: (eyes, glasses, and goggles)
  • Feet: (boots, shoes, and slippers) → Boots of the Mire
  • Hands: (gauntlets and gloves) → Gloves of Swimming and Climbing (+5) In Pink lace and a sent of lilies.
  • Head: (circlets, crowns, hats, helms, and masks)
  • Headband: (headbands and phylacteries) → Phylactery of Positive Channeling
  • Neck: (amulets, brooches, medallions, necklaces, periapts, and scarabs) → Amulet of natural armor +1
  • Ring #1: (rings) → Ring of Protection +1
  • Ring #2: (rings)
  • Shield: (shield)
  • Shoulders: (capes and cloaks) → Cloak of Resistance +1
  • Wrist: (bracelets and bracers)
  • Slotless: → Pearl of Power Lvl 3
  • Potions
    • 2 Cure Light Wounds 1d8+1
    • 1 Cure Moderate Wounds 2d8+3
    • 1 Resist Energy Cold
    • 1 Remove Desease
    • 2 Speak with animal
    • 0 Levitate
  • Scrolls
    • 1 Protection from Chaos
    • 1 Protection from Elements
    • 2 Freedom of Movement
    • Admentine Cryptex med scrolls (All CL 17)
      • Orders Wrath
      • Greater restoration
      • Heros Feast
      • Regenerate
      • Scrying
      • Symbol of Stunning
      • Resurection
      • True Resurection
  • Wands
    • Remove Curse 3 charges
  • Javelin of Lightning DC 14

Spells Used

DC = 10 + Level + Charisma bonus +5 (20) + Spell Focus +1

  • Level 0 – DC 15/16
  • Level 1 – DC 16/17 (4+2 per day)
  • Level 2 – DC 17/18 (4+1 per day)
  • Level 3 – DC 18/19 (4+1 per day)
  • Level 4 – DC 19/20 (3+1 per day)
  • Level 5 – DC 20/21 (2+1 per day)
  • Level 6 – DC 21/22 (1+1 per day)

Spells

Level 0

List (4)

  • Light, Detect Magic, Read Magic, Detect Poison

Level 1

List (4+2)

  • 0/0 Cure Light Wounds
  • 1/3 Bless
  • 1/1 Comprehend Languages
  • Domain:
    • 0/0 Shield of faith
    • 1/1 Endure elements

Level 2

List (4+1)

  • 0/1 Grace
  • 1/1 Silence
  • 0/0 Bull's Strength
  • 1/1 Restoration, Lesser
  • 0/0 Status
  • Domain:
    • 1/1 Bless weapon
    • 0/0 Heat metal

Level 3

List (4+1)

Level 4

List (3+1)

Level 5

Spells per day: 2+1 + 1 domain

  • 1/1 Breath of Life: A support cleric, or heck any cleric staple. Ressurrection spells cost tons and tons of money. To say the least this is a life saver when you need it.
  • 1/1 Summon Monster 5
  • 0/0 Treasure stitching Objects on cloth become embroidered.
  • 1/1 Wall of Stone: This handy little spell can be just as good as any buff, debuff, or save or suck. Get creative with it. Make fortifications, span gaps, cut enemy formations off from one another and divide them for the slaughter.
  • Domain
    • 0/0 Righteous Might
    • 1/1 Flame Strike

Level 6

Spells per day: 1+0 + 1 domain

  • 1/1 Heal
  • Domain
    • 0/0 Undeath to death
    • 1/1 Fire seeds

Domain Sppells

1st—shield of faith, 2nd—bless weapon, 3rd—searing light, 4th—holy smite, 5th—righteous might, 6th—undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate.

1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.