Velster Forgedawn

Half-Elven Cleric of Sarenrae


<head><title>Velster Forgedawn</title></head>
Male Half-Elf Cleric 3
CG Medium Humanoid (Elf, Human)
Init 6; Senses Low-Light Vision; Perception +6


AC 16, touch 10, flat-footed 16   (6 armor)
hp 25 (3d8+6)
Fort 5, Ref 1, Will 7
Immune sleep; Resist Elven Immunities


Spd 20 ft.
Melee Gauntlet (from Armor) +4 (1d3
2/20/x2) and
   Scimitar 4 (1d62/18-20/x2) and
   Spear 4 (1d83/20/x3) and
   Unarmed Strike 4 (1d32/20/x2) and
   Whispering Shrike 5 (1d63/18-20/x2)
Ranged Sling 2 (1d42/20/x2)
Special Attacks Sun’s Blessing
Spell-Like Abilities Rebuke Death (7/day)
Cleric Spells Known (CL 3, 4 melee touch, 2 ranged touch):
2 (2/day) Hold Person (DC 16), Cure Moderate Wounds (DC 16), Make Whole
1 (3/day) Cure Light Wounds (DC 15), Bless Water (DC 15), Forbid Action (DC 15), Sanctuary (DC 15)
0 (at will) Resistance (DC 14), Create Water, Detect Poison, Mending, Purify Food and Drink (DC 14), Stabilize


Str 15, Dex 11, Con 15, Int 10, Wis 18, Cha 10
Base Atk 2; CMB 4; CMD 14
Feats Exotic Weapon Proficiency: Wakizashi, Improved Initiative, Skill Focus: Heal (Adaptability)
Traits Reactionary, Rescued: Koya (Ex)
Skills Acrobatics -4, Climb -2, Diplomacy 4, Escape Artist -4, Fly -4, Heal +13, Knowledge (Nobility) +4, Knowledge (Religion) +4, Linguistics +4, Perception +6, Profession (Herbalist) +8, Ride -4, Sense Motive +8, Spellcraft +4, Stealth -4, Swim -2
Languages Common, Elven, Tien
SQ Aura (Ex), Channel Positive Energy 2d6 (3/day) (DC 11) (Su), Cleric Domain: Healing, Cleric Domain: Sun, Elf Blood, Protection Variant Channeling (±1 Sacred), Spontaneous Casting
Combat Gear Bullets, Sling (40), Masterwork Chainmail, Scale Mail, Scimitar, Sling, Spear, Whispering Shrike; Other Gear Backpack (12 @ 50 lbs), Bedroll, Healer’s kit (10 uses), Holy symbol, wooden: Sarenrae, Holy symbol, wooden: Sarenrae, Holy symbol, wooden: Sarenrae, Holy symbol, wooden: Sarenrae, Holy symbol, wooden: Sarenrae, Potion of Cure Light Wounds (5), Rations, trail (per day) (5), Rope, hempen (50 ft.), Waterskin


Bullets, Sling – 0/40
Channel Positive Energy 2d6 (3/day) (DC 11) (Su) – 0/3
Potion of Cure Light Wounds – 0/5
Rebuke Death (7/day) (Sp) – 0/7
Shield Other (1/day) – 0/1
Spear – 0/1


Aura (Ex) The Cleric has an aura corresponding to his deity’s alignment.
Channel Positive Energy 2d6 (3/day) (DC 11) (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: Healing Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain: Sun 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.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities – Sleep You are immune to Sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Protection Variant Channeling (±1 Sacred) AC bonus/penalty
Rebuke Death (7/day) (Sp) Heal 1d4
1 damage to creatures at negative HP
Rescued: Koya (Ex) +2 hp healed by your cure spells. +1 vs foes threatening rescuer.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Sun’s Blessing (Su) +3 to channel positive energy’s damage to undead.

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Velster Forgedawn

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