<div align="center">(http://t0.gstatic.com/images?q=tbn:ANd9GcTV32mq28BvDLZvW6MObxUm0561hcPbAWM5jP2lSseq9L4-6ciG)</div><br/><strong>Name: </strong>Priestess Joula Shawin<br/><strong>Alignment:</strong>Neutral Good<br/><strong>Gender:</strong>Hermaphrodite<br/><strong>Age:</strong>20<br/><strong>Race:</strong>Aasimar<br/><strong>Height: </strong>5'11"<br/><strong>Weight:</strong>150 lbs<br/><strong>Class:</strong>Cleric<br/><strong>Level:</strong>5<br/><strong>Hit points</strong>40<br/><strong>Languages:</strong>Common, Celestial, Sylvan, Elven<br/><br/><strong>Religion:</strong>Priestess of Arshea (http://pathfinder.wikia.com/wiki/Arshea), the god/goddess of Freedom, physical beauty and sexuality.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Background</div><div class="spoiler_body"><br/>General <br/><br/>Upon visiting a temple of Arshea at an early age, a high-priestess noticed Joula's beauty and  immediately knew  of her calling. Being a vision of female beauty and a hermaphrodite also, Joula  represented a  sexuality aspect of Arshea that was in high demand.  Her parents were given a large sum of money by  the temple as an incentive to allow Joula to become  a priestess of Arshea. Her parents agreed on the condition that she be allowed to return to them if  she was treated poorly, a concern that never materialized. Priestess Joula's wisdom was second to none and as a result of her form as well as her ability to  fathom peoples motives and secrets, became a very well known and respected ambassador of Arshea. <br/><br/>Appearance and Presence<br/> <br/>Joula has classical good looks and is about as stunning as one can hope to meet in a lifetime, perhaps more, she has mousy-brown hair, hazel eyes finely chiseled features and a feminine triangular jaw. She is most often found wearing her clerical attire, consisting mainly of free flowing silks, perfect for summer or heated indoors but impractical for other weather conditions. She is always recently bathed and adopts a rustic flowery perfume that is very distinctive to those who have met her. Due to her training as a priestess Joula's diction of all languages she speaks is near perfect. Concerning her gender, she does have a penis instead of a cliterous which is larger and thicker than that of most men.<br/><br/>Clerical background and role<br/><br/>Joula has often been asked to perform rituals that are revealing and partake in pubic demonstrations of seductive techniques but has not been asked to perform sexual favors on behalf of the temple. She is treated well and well paid by the Temple of Arshea but has reserved a lot of the money to prepare for travel to other places she has heard so much about. Although happy being a priestess, Joula is not content to stay in its confines as she finds temple life too predictable and unchanging to suit her interest. She yearns for adventure and more, something the High-priestess is very aware of.<br/><br/>Loves and Hates<br/><br/>Joula is used to living in luxury, this includes soft beds and fine dining as much as the average noble. She adores pools, baths and staying clean and would find it hard to focus if she is dirty for an extended period of time. Joula hates spiders and cockroaches passionately and is terrified of them being even near her.<br/><br/>Aasimar Background<br/><br/>Joula's father Drachlin, is a celestial grandchild of Arshea, who fell in lust with Joula's mother, Helena, a moral woman of impeccable beauty. Using dream visions Drachlin seduced Helena, and conceived Joula in a glade in the forest nearby her home village. At the time the pregnancy was thought by others to be due to rape, as Helena refused to talk of the father, believing doing so would cause more grief than good. And jealousy would have been warranted as Drachlin did ensure that Helena had friends of wealth to pay for expenses needed in raising a child, as well as contacts in the right places in case too much focus was made regarding the union.<br/><br/>Helena is close to her daughter and lives in wealth, both know about as much as each other concerning the union. Drachlin sometimes visits them both in dreams to offer (very) vague advice, and visits Helena, Joula's mother, in the flesh every few months.<br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Stats</div><div class="spoiler_body"><br/> STR: 10<br/> DEX: 10<br/> CON: 10<br/> INT: 14 +2<br/> WIS: 22 +6<br/> CHA: 20 +5<br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Combat Information</div><div class="spoiler_body"><br/> Armour Class: 18 = 10 +6 (Breastplate) +1 (ring of protection) +1 (Dodge)<br/> Flat Footed: 17 = 10 +6 (Breastplate)   +1 (ring of protection) <br/> Touch: 12 = 10 +1 (ring of protection) +1 (Dodge)<br/> Base Attack: +4 = +3 (Base) +1 (Masterworked weapons)<br/> Fortification Save: +6 = +4 +2 (Great Fortitude)<br/> Reflex Save: +3 = +1 +2 (Lightning Reflexes)<br/> Will Save: +10 =+4 + 6(Wisdom Bonus)<br/><br/>Typical Attacks<br/><br/> Channel Energy (Su) (See class feats)<br/> Flail+1: 1d6   1d8   ×2   —   5 lbs.   B   disarm, trip<br/> Masterwork Sling: 1d3   1d4   ×2   50 ft.   —   B   —<br/> Dagger:1d4            1 lb.   2<br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Traits</div><div class="spoiler_body">  Child of the Temple<br/>  You gain a +1 trait bonus on Knowledge (nobility and royalty) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.<br/><br/>  Honest<br/>  You gain a +1 trait bonus on Diplomacy checks. This bonus increases to +2 when the Diplomacy check is made to influence those who are already friendly or helpful toward you.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Skills</div><div class="spoiler_body"><br/>Skill Ranks per Level: 2 + Int modifier<br/><br/> Appraise (Int) +2 = 0 + 2<br/> Craft (Int) +2 = 0 + 2<br/> Diplomacy (Cha) +13 = 5 + 5 +2 (Aasmir racial) +1 (Trait)<br/> Perception (Wis) +8 = 0*0.5 +6+ 2 (Aasmir Racial)<br/> Heal (Wis) +7 = 1 + 6<br/> Knowledge (arcana) (Int) +3 = 1 + 2<br/> Knowledge (history) (Int) +3 = 1 + 2<br/> Knowledge (nobility) (Int) +4 = 1+ 2+1 (Trait)<br/> Knowledge (planes) (Int) +2 = 0+ 2<br/> Knowledge (religion) (Int) +4 = 1+ 2+1 (Trait)<br/> Linguistics (Int) +2 = 0 + 2<br/> Profession (Wis) (Seduction) + 11 = 5 + 6<br/> Sense Motive (Wis) +11 = 5 + 6<br/> Spellcraft (Int) +2 = 0 + 2<br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Feats</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Racial Feats</div><div class="spoiler_body">  <br/>  Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).<br/>  Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)<br/>  Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.<br/>  Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.<br/><br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">General Feats</div><div class="spoiler_body">  <br/>  Dodge<br/>  Lightning Reflexes<br/>  Great Fortitude<br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Class Feats</div><div class="spoiler_body"><br/>Class Feats<br/><br/>Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).<br/><br/>Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).<br/><br/>An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).<br/><br/>A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).<br/><br/>Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.<br/><br/>A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).<br/><br/>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. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. 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. A cleric must be able to present her holy symbol to use this ability.<br/><br/></div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Magic</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spells</div><div class="spoiler_body"><br/>Prepared Spells<br/>O:4 1st: 3+^1+*2 2nd: 2+^1+*2 3rd: 1+^1+*1<br/> * Bonus spells per day based on wisdom<br/> ^ Domain Spells<br/><br/>Orisons<br/><br/> Light<br/> Detect Magic<br/> Read Magic<br/> Stabilize<br/><br/>Level 1<br/> Comprehend Languages<br/> Remove Fear<br/> Remove Sickness<br/> Bless<br/> Sanctuary<br/> ^charm person<br/><br/>Level 2<br/> Augury<br/> Remove Paralysis<br/> Zone of Truth<br/> Silence<br/> ^align weapon (good only)<br/><br/>Level 3<br/> Create Food and Water<br/> Dispel Magic<br/> ^magic circle against evil<br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Domains</div><div class="spoiler_body"><br/>Charm Domain<br/>Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.<br/><br/>Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br/><br/>Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.<br/><br/>Domain Spells: 1st—charm person, 2nd—calm emotions, 3rd—suggestion, 4th—heroism, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—demand, 9th—dominate monster.<br/><br/>Good Domain<br/>Granted Powers: You have pledged your life and soul to goodness and purity.<br/><br/>Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.<br/><br/>Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.<br/><br/>Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).<br/><br/></div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body"> <br/> Belt pouch (Purse)   1 gp Containing: <br/>   57 gold 2 silver 0 copper<br/><br/> Breastplate 200 gp Armor Bonus +6<br/> CIRCLET OF PERSUASION - Price 4,500 gp;  <br/>   This delicately engraved silver headband grants its wearer a +3 competence bonus on Charisma-based     checks.<br/> Ring of protection +1 2,200 gp<br/> Flail +1: 1008 gp (Deity's favorite weapon)<br/> Masterwork Sling 300 gp<br/> Holy symbol, platinum signet ring (Symbol of Eyelashes Priestess of Arshea) 505 gp<br/> Dagger 2 gp<br/> Silk rope (As belt) 10 gp<br/> 2 x Engraved Water Canteens (on belt)   2 gp<br/>    <br/> Scroll case (over shoulder)   1 gp Containing:<br/>  1 x Remove Blindness/Deafness  375 gp<br/>  1 x Remove Curse 375 gp<br/>  1 x Remove Disease 375 gp<br/>  10 x Paper (sheet)   4 sp<br/>  Ink Quill 1 sp<br/>  Ink Well 8 gp<br/>  Sealing wax   1 gp<br/><br/>Backpack, masterwork   50 gp Containing: <br/> Cleric's vestments (silks) 5 gp<br/> Whetstone   2 cp<br/> Blanket   5 sp<br/> Bedroll   1 sp<br/> Everburning torch   110 gp<br/> Compass   10 gp<br/> Flint and steel   1 gp<br/> Magnifying glass   100 gp<br/> Mess kit   2 sp<br/> Mirror   10 gp<br/> Perfume/cologne   5 gp<br/> 8x Soap   1 cp<br/> Pathfinder's kit   12 gp<br/> Pot, common   8 sp<br/> Skeleton key   85 gp<br/> 10 x Rations, trail   5 sp<br/> Climbers Kit   80gp<br/> Area map   50 gp<br/> Chirurgeon's kit   400 gp<br/> Healer's kit   50 gp<br/><br/></div></div>