MOL KOR CR 8
Male Half-Orc Cleric 9
CN Medium Humanoid (Orc)
Init +0; Senses Darkvision (60 feet); Perception +3
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DEFENSE
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AC 22, touch 11, flat-footed 22 (+11 armor, +1 deflection)
hp 66 (9d8+18)
Fort +8, Ref +3, Will +9
Defensive Abilities Divine Presence (9 rounds/day) (DC 17)
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OFFENSE
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Spd 20 ft.
Melee +1 Greatsword +13/+8 (2d6+8/19-20/x2) and
+2 Armor Spikes Armor Spikes +9/+4 (1d6+7/20/x2)
Special Attacks Battle Rage (6/day)
Spell-Like Abilities Battle Rage (6/day), Touch of Glory (6/day)
Cleric Spells Known (CL 9, 11 melee touch, 6 ranged touch):
5 (1/day) Righteous Might (DC 18), Breath of Life (DC 18)
4 (2/day) Spell Immunity (DC 17), Chaos Hammer (DC 17), Divine Power (DC 17)
3 (4/day) Magic Vestment (DC 16), Invisibility Purge (DC 16), Cure Serious Wounds (DC 16), Dispel Magic, Blindness/Deafness (DC 16)
2 (5/day) Death Knell (DC 15), Aid, Cure Moderate Wounds (DC 15), Bull's Strength (DC 15), Spiritual Weapon, Shatter (DC 15)
1 (5/day) Shield of Faith (DC 14), Bane (DC 14), Entropic Shield (DC 14), Doom (DC 14), Magic Weapon (DC 14), Deathwatch
0 (at will) Resistance (DC 13), Bleed (DC 13), Stabilize, Guidance (DC 13)
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STATISTICS
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Str 16/20, Dex 10, Con 14, Int 8, Wis 16, Cha 12
Base Atk +6; CMB +11; CMD 22
Feats Cleave, Combat Casting, Power Attack -2/+4, Weapon Focus: Greatsword
Skills Acrobatics -5, Climb +0, Diplomacy +6, Escape Artist -5, Fly -5, Intimidate +7, Knowledge (Religion) +4, Ride -5, Sense Motive +7, Spellcraft +7, Stealth -5, Swim +0
Languages Common, Orc
SQ Aura (Ex), Channel Positive Energy 5d6 (4/day) (DC 17) (Su), Cleric Domain: Glory, Cleric Domain: War, Orc Ferocity (1/day), Spontaneous Casting, Weapon Master (9 rounds/day) (Su)
Combat Gear +1 Greatsword, +2 Armor Spikes (Magical) Full Plate; Other Gear Ring of Protection, +1
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TRACKED RESOURCES
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Battle Rage (6/day) (Sp) - 0/6
Channel Positive Energy 5d6 (4/day) (DC 17) (Su) - 0/4
Divine Presence (9 rounds/day) (DC 17) (Su) - 0/9
Orc Ferocity (1/day) - 0/1
Touch of Glory (6/day) (Sp) - 0/6
Weapon Master (9 rounds/day) (Su) - 0/9
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Rage (6/day) (Sp) Grant +4 to a melee damage rolls.
Channel Positive Energy 5d6 (4/day) (DC 17) (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.
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Cleric Domain: Glory 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.
Cleric Domain: War Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Divine Presence (9 rounds/day) (DC 17) (Su) 30' aura protects your allies unless opponents make a DC 17 Will save.
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Glory (6/day) (Sp) Grant +9 to a CHA-based skill or ability check.
Weapon Master (9 rounds/day) (Su) Gain the temporary use of a combat feat.
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