Moved stats around a lil and exchanged improved shield bash for selective channeling.<br/>(http://www.angelfire.com/falcon2/black_gryphon/monkpic.bmp)<br/><br/>Sigmund<br/><br/>Male Human;<br/><br/>Medium Humanoid ( Human ) Cleric 3<br/><br/>EXP: 8,730<br/><br/>Languages: Common; Celestial;<br/><br/>Hit Dice: (4d8)+3<br/><br/>Hit Points: 44<br/><br/>Initiative: +1<br/><br/>Speed: Walk 30 ft.<br/><br/>AC: 19 (touch 11, flatfooted 18)<br/><br/>Attacks: Masterwork Mace (Heavy/Cold Iron) +4;<br/>Masterwork Starknife (Cold Iron) +4;<br/>Masterwork Starknife (Cold Iron/Thrown) +4;<br/><br/>Damage: Masterwork Mace (Heavy/Cold Iron) 1d8+1;<br/>Masterwork Starknife (Cold Iron) 1d4+1;<br/>Masterwork Starknife (Cold Iron/Thrown) 1d4;<br/><br/>Vision: Face / Reach: 5 ft. / 5 ft.<br/><br/>Special Attacks: Channel Positive Energy<br/><br/>Special Qualities: Aura of Chaos, Aura of Good, Bit of Luck, Liberation, Orisons, Spontaneous Casting<br/><br/>Saves: Fortitude: +4, Reflex: +2, Will: +7<br/><br/>Abilities: STR 13 (+2), DEX 12 (+1), CON 12 (+1), INT 10 (+0), WIS 18 (+4), CHA 13 (+1)<br/><br/>Skills: Acrobatics: -5; Appraise: 5; Bluff: 1; Climb: -5; Craft (Armor): 4; Craft (Untrained): 0; Diplomacy: 6; Disguise: 1; Escape Artist: -5; Fly: -5; Heal: 9; Intimidate: 1; Knowledge (Arcana): 4; Knowledge (Planes): 4; Knowledge (Religion): 6; Linguistics 1; Perception: 4; Perform (Untrained): 1; Ride: -5; Sense Motive: 8; Spellcraft: 4; Stealth: -5; Survival: 4; Swim: -5; Use Magic Device: 2;<br/><br/>Feats: Armor Proficiency, Light, Armor Proficiency, Medium, Extra Channel, Improved Channel, Selective Channeling, Shield Proficiency, Simple Weapon Proficiency<br/><br/>Challenge Rating: 2<br/><br/>Alignment: Chaotic Good<br/><br/>Possessions:  Backpack; Bedroll; Bell; Caltrops; Candle; Case (Map or Scroll); Chain (10 Ft.); Feed (Per Day); Flint and Steel; Hammer; Healer's Kit; Holy Symbol (Silver); Holy Water (Flask); Horse (Heavy/Combat Trained); Ink (1 oz. Vial); Inkpen; Lantern (Bullseye); Lock (Superior); Masterwork Breastplate (Armor Spikes); Masterwork Mace (Heavy/Cold Iron); Masterwork Shield (Heavy/Steel/Shield Spikes); Masterwork Starknife (Cold Iron); Meals (Good/Per Day); Oil (1 Pint Flask); Paper (Sheet); Piton; Rope (Silk/50 ft.); Sack; Tent; Vestments (Cleric's); Waterskin (Filled);<br/><br/>Deity: Desna<br/><br/>Domains: Liberation () Luck ()<br/><br/>Prepared Spells<br/>Prepared Spell List:  Cleric (CL 3): 0th - create water , light , resistance, purify food and drink (DC 14) 1st - divine favor (DC ) doom, cause fear, *true strike (DC ) 2nd - summon monster II, spiritual weapon, bear's endurance<br/><br/>Cleric - Spells per Day: (4/3+1/2+1/0/0/0/0/0/0/ DC:14 + spell level);<br/><br/>Known:<br/><br/>Level 0: Bleed, Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Stabilize, Virtue, Analyze Fertility, Detect Pregnancy<br/><br/>Level 1: Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Evil, Protection from Evil, Protection from Law, Remove Fear, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I, True Strike, Block the Seed, Vision<br/><br/>Level 2: Aid, Aid, Align Weapon, Align Weapon (Good Only), Augury, Bear's Endurance, Bull's Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Delay Poison, Eagle's Splendor, Enthrall, Find Traps, Hold Person, Inflict Moderate Wounds, Make Whole, Owl's Wisdom, Remove Paralysis, Remove Paralysis, Resist Energy, Restoration (Lesser), Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth, Detect Disease, Mantle of Love, Pleasant Dreams, Resist Temptation, Reverse Gender<br/><br/>Traits:<br/>Anatomist: You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.<br/><br/>Skeptic: Growing up, you were always around magical effects to the extent that you realized that much of it was smoke and mirrors. You gain a +2 trait bonus on all saving throws against illusions.<br/><br/>Appearance: Sigmund is a tall man of unique features. Approximately 5' 10", light in complexion (monastary or eternal clouds, take your pick) and 28 years old. His most distinct feature is probably his white hair. Training started early for him, as his body can testify. Finely crafted arms and armament keep his blood where it's supposed to be.<br/><br/>Background: Sigmund was born into the monastary and held a strong determination to guard his faith, though he did not hear the call as paladins do. As the clouds came and the creatures that typically thrive in darkness began to roam free, he was forced into helping sort bodies along side his training. He became jaded to the death he was faced with and in time grew to embrace the idea that life in the monastary would not stem the tide.