Priestest of Sarenrae


Female Human Cleric 2
NG Medium Humanoid (Human)
Init + 0; Senses Perception + 2


AC 17, touch 10, flat-footed 17   (+ 5 armor, + 2 shield)
hp 15 (2d8 + 2)
Fort + 4, Ref + 0, Will + 5


Spd 20 ft.
Melee Gauntlet (from Armor) + 2 (1d3 + 1/20/x2) and
   Shield, Heavy Wooden – 2 (1d4 + 1/20/x2) and
   Shortspear + 2 (1d6 + 1/20/x2) and
   Shortspear + 2 (1d6 + 1/20/x2) and
   Unarmed Strike + 2 (1d3 + 1/20/x2)
Spell-Like Abilities Rebuke Death (5/day), Touch of Good (5/day)
Cleric Spells Known (CL 2, 2 melee touch, 1 ranged touch):
1 (3/day) Bane (DC 13), Cure Light Wounds (DC 13), Bless, Command (DC 13)
0 (at will) Resistance, Virtue (DC 12), Stabilize, Guidance


Str 12, Dex 10, Con 13, Int 10, Wis 15, Cha 14
Base Atk + 1; CMB + 2; CMD 12
Feats Extra Channel, Selective Channeling
Skills Acrobatics – 6, Climb – 5, Diplomacy + 7, Escape Artist -6, Fly – 6, Heal + 8, Knowledge: Religion + 5, Ride – 6, Sense Motive + 7, Spellcraft + 4, Stealth – 6, Swim – 5
Languages Common
SQ Aura (Ex), Channel Positive Energy 1d6 (7/day) (DC 13) (Su), Cleric Domain: Good, Cleric Domain: Healing, Spontaneous Casting
Combat Gear Scale Mail, Shield, Heavy Wooden, Shortspear, Shortspear; Other Gear Healer’s kit (10 uses), Holy symbol, silver: Specify Deity, Scroll: Protection from Chaos, Scroll: Sanctuary, Wand of Cure Light Wounds


Aura (Ex) The Cleric has an aura corresponding to his deity’s alignment.
Channel Positive Energy 1d6 (7/day) (DC 13) (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: Good Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain: Healing Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Rebuke Death (5/day) (Sp) Heal 1d4 + 1 damage to creatures at negative HP
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Good (5/day) (Sp) Grant + 1 to skill checks, ability checks and saving throws for 1r.

An acolyte is a priest in training, often a callow youth fresh from the cloisters, loaded with zeal but not much practiced in proselytism. They are found in temples and monasteries throughout the world, and their enthusiasm and devotion makes them eager to take up arms and armor to defend their faith and flocks.

Acolytes of different faiths can be easily created by simply changing their domains, spells, armor, or weapons. Evil acolytes might have the Death and Evil domains, for example, and channel negative energy instead. An acolyte of nature could have the Animal and Plant domains, and wear leather armor.

Acolytes can be temple caretakers or messengers, attendants at small roadside shrines and chapels, or assistants to more experienced priests. A pair of acolytes may accompany a temple guard (CR 3), a pilgrim (CR 4), or a medium (CR 5).


Boon An acolyte can tend a character’s wounds or provide a free wooden holy symbol or sacred tract (granting a +2 circumstance bonus on Knowledge [religion] checks about the acolyte’s faith). An acolyte can also make holy water for PCs at a 20% discount.


Priestest of Sarenrae

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