Okay, I decided to do the switch...<br/><br/>EOWYN is a sturdily-built, flame-haired Unicorn-Centauress. She is devoted to the Goddess Mielikki and has a particular feeling of connection to Mielikki's divine servant Gwaeron Windstrom. She's a well-brought-up girl, loyal to the laws of the broadly good nations she grew up in. In the wilderness beyond their boarders, she obeys the natural laws and follows her own good nature.<br/><br/>As a unicorn, she can both detect evil, and is particular sensitive to its negative energies. Similarly she's particularly unsuspecting and vulnerable the innocent, both virgins and vore-virgins. If you use this opportunity to have sex with her however, she might become angry at the violation afterwards, deem you an evildoer and devour you. On the other hand, she herself is motivated to give virgins a pleasurable first experience in both bed and vore, to reduce her vulnerability to them. Her horn, rather short for her kind, is both firm and sensitive.<br/><br/>As a centauress, she's rather proud and won't allow people to ride her, and she won't wear a saddle. Since their weight is massaging her spine, she can easily be stirred up by being ridden. In sexual terms, she's complete both as a woman and as a horse, having sensitive one sexual entrance concealed at the join between her human and horse half, and another beneath her tail. Being twice penetrated whilst having her horn suckled and her breasts fondled would be overwhelmingly intense for her, although its something she's never experienced and would deny fantasizing about.<br/><br/>EOWYN, Lawful Good Unicorn-Centauress Cleric of Gwaeron Windstrom and Mielikki (plant-growth, community-home)<br/><br/>HP 24/24, AC 19, Fortitude +5, Reflex +2, Will +7, Spell Resistance 14, Negative Energy Vulnerability (+50% damage from negative energy)<br/><br/>CMB +9, CMD 20, Swallow Check +10<br/>Weapon, Masterwork Greatsword +9, 3d6+9, 19-20x2<br/>Weapon – Sling, 50ft, +1, 1d6 x2, bludgeoning<br/>Armor – Masterwork full plate armor<br/>Base Attack Bonus +2<br/>At-will: Detect Evil<br/><br/>STR	18	+2	+2		22	+6<br/>DEX	14	-2			12	+1<br/>CON	15				15	+2<br/>INT	16				16	+3<br/>WIS	17	+2		+1	18	+4<br/>CHA	12				12	+1<br/><br/>Feats 1, 2 (+bonus), 3, Knockout Brawler, Manipulative Predator<br/>Battle Devourer, Reform, Disable Digestion, Heavy Armor Proficiency<br/><br/>Diplomacy +9 (+1+3+3+1+1), +9 Bluff (+1+3+3+1+1), Sense Motive +12 (+3+4+3+2), Spellcraft +9 (+3+3+3), Perception +7 (+3+4), Heal +11 (+3+4+3+1) – deadly wounds x2 per creature per day, Stealth -4 (+0-4), Armor check penalty -5 favoured class bonus +1skill point per level<br/><br/>Languages: Common, Sylvan, Elven, Celestial<br/><br/>Channel Positive Energy 2d6, 5/day, save halves, DC14<br/><br/>Traits: Gentle Passage, Multiple Stomachs, Triumphant Predator, Predator Weakness (Virgins, Innocents), Exalted of the Society, Battlefield Surgeon, Extremely Fashionable, Overprotective (drawback, -2 to rolls if more than 10ft from fallen ally).<br/><br/>Race: Unicorn-Centauress, Monstrous Humanoid (3RP), Flexible Ability Scores (2RP), Large (7RP), Reach (1RP), Fast (1RP), Greater Spell Resistance (3RP), Negative Energy Vulnerability (-2RP), At-will Spell Like Ability – Detect Evil (2RP)<br/><br/>PLANT (GROWTH) DOMAIN: Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.<br/>Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br/>Domain Spells: 1st—enlarge person, 2nd—barkskin, 3rd—plant growth, 4th—command plants, , 5th—righteous might. , 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.<br/>Equipment: Masterwork Breastplate (600gp), Masterwork Buckler (105gp), Masterwork Sickle (106gp), Sleeves of Many Garments (200gp), Adventurer's Kit, Healer's kit x2<br/><br/>COMMUNITY (HOME) DOMAIN: Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.<br/>Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br/>Guarded Hearth (Su): At 8th level, you can create a ward that protects a specified area. Creating this ward takes 10 minutes of uninterrupted work. This ward has a maximum radius of 5 feet per 2 cleric levels you possess. When the ward is completed, you designate any number of creatures inside its area. Should any other creature enter the warded area, all of the selected creatures are immediately alerted (and awoken if they were asleep). The designated creatures also receive a sacred bonus equal to your Wisdom modifier on all saving throws and attack rolls while inside the warded area. This ward immediately ends if you leave the area. The ward lasts for 1 hour per cleric level. You can use this ability once per day.<br/>Domain Spells: 1st—alarm, 2nd—shield other, 3rd—glyph of warding, 4th—imbue with spell ability, 5th—telepathic bond, 6th—heroes' feast, 7th – Guards and Wards, 8th—cure critical wounds (mass), 9th—miracle.<br/><br/>Typically-Equipped Spells...<br/>2nd Level – Resist Energy, 1 unprepared; Domain - Barkskin<br/>1st Level – Bless, Obscuring Mist, 1 unprepared; Domain – Enlarge Person<br/>0th Level – Create Water, Detect Magic, Guidance, Purify Food and Drink<br/>*unprepared spell slots can be filled with 15 minutes rest, hence this is quite useful to make sure I have the right remove affliction type spell.<br/><br/>Equipment: Masterwork Heavy Flail 150gp, Masterwork Full Plate 1600gp, Sleeves of Many Garments 200gp, Holy Symbol Tattoo 100gp, Mulberry Cracked Ioun Stone (+1 Diplo, Bluff, 400gp), Dark Grey Ioun Stone 25gp, Wayfinder 250gp, Leeching Kit 5gp, Healer's Kit x2 100gp, Spell Component Pouch 5gp, 50ft Silk Rope 50gp, Vetinarian's Kit 25gp, Gear Maintenance Kit 5gp, Grooming Kit 1gp, Smoked Goggles 10gp, Earplugs x5, Candles x10 1gp, Bell 1gp, Flint and Steel 1gp,  Surgeon's Tools 20gp, Masterwork Backpack 50gp, Oil x10 1gp, Locked Gauntlet 8gp, Chronicler's Kit 40gp, Mapmaker's Kit 10gp, Bell 1gp, Total 2997gp