<div class="floatright">(http://getasword.com/blog/wp-content/uploads/2010/06/Celtic-Priestess.jpg)</div>Selene Rhea Gavious<br/>Female Human Cleric 3 Wizard 3<br/>NG Medium Humanoid (Human)<br/><strong>Init </strong>+2;<strong>Senses </strong>Perception +12<br/><strong>Aura </strong>Arcane Beacon (6/day)<br/>--------------------<br/><strong>DEFENSE</strong><br/>--------------------<br/><strong>AC </strong>15, touch 12, flat-footed 14. . (+2 armor, +1 Dex, +1 natural, +1 deflection)<br/><strong>hp </strong>26 (3d8+3d6)<br/><strong>Fort </strong>+4,<strong>Ref </strong>+3,<strong>Will </strong>+9<br/>--------------------<br/><strong>OFFENSE</strong><br/>--------------------<br/><strong>Spd </strong>30 ft.<br/><strong>Melee </strong>Masterwork Quarterstaff +4 (1d6/20/x2) and<br/>. . Unarmed Strike +3 (1d3/20/x2)<br/><strong>Ranged </strong>Masterwork Crossbow, Heavy +5 (1d10/19-20/x2)<br/><strong>Spell-Like Abilities </strong>Lore Keeper (At will)<br/><strong>Cleric Spells Known </strong>(CL 3, 3 melee touch, 4 ranged touch):<br/>2 (2/day)<em>Summon Monster II, Detect Thoughts (DC 15), Spiritual Weapon</em><br/>1 (3/day)<em>Bless Water (DC 14), Comprehend Languages (DC 14), Summon Monster I, Endure Elements (DC 14)</em><br/>0 (at will)<em>Purify Food and Drink (DC 13), Create Water, Light, Scrivener's Chant</em><br/><strong>Wizard Spells Known </strong>(CL 3, 3 melee touch, 4 ranged touch):<br/>2 (2/day)<em>See Invisibility (DC 16), Scorching Ray (x2)</em><br/>1 (3/day)<em>Magic Missile, Shield (DC 15), Mage Armor (DC 15), Identify</em><br/>0 (at will)<em>Ray of Frost, Read Magic (DC 14), Detect Magic, Prestidigitation (DC 14)</em><br/>--------------------<br/><strong>STATISTICS</strong><br/>--------------------<br/><strong>Str </strong>10,<strong> Dex </strong>12,<strong> Con </strong>10,<strong> Int </strong>18,<strong> Wis </strong>17,<strong> Cha </strong>13<br/><strong>Base Atk </strong>+3;<strong>CMB </strong>+3;<strong>CMD </strong>15<br/><strong>Feats </strong>Extra Channel, Sacred Summons, Scribe Scroll, Selective Channeling, Theurgy, Wizard Weapon Proficiencies<br/><strong>Traits </strong>Arcane Depth: Spellcraft, Sacred Touch<br/><strong>Skills </strong>Bluff +8, Diplomacy +9, Heal +9, Knowledge (Arcana) +10, Knowledge (Geography) +10, Knowledge (History) +10, Knowledge (Local) +10, Knowledge (Nobility) +10, Knowledge (Religion) +10, Perception +12, Profession (Librarian) +8, Ride +3, Sense Motive +11, Spellcraft +14<br/><strong>Languages </strong>Common, Draconic, Dwarven, Elven, Sylvan<br/><strong>SQ </strong>Antitoxin (vial), Aura (Ex), Bonded Object: Ring of Protection, +1 (1/day) (Sp), Channel Positive Energy 2d6 (6/day) (DC 12) (Su), Cleric Domain: Arcane, Cleric Domain: Knowledge, Enchantment, Foresight, Forewarned +1 (Su), Necromancy, Prescience (7/day) (Su), Spontaneous Casting<br/><strong>Combat Gear </strong>Masterwork Bolts, Crossbow (50), Masterwork Crossbow, Heavy, Masterwork Quarterstaff;<strong>Other Gear </strong>Adventurer's Sash (7 @ 1 lbs), Amulet of Natural Armor +1, Antiplague (vial) (2), Antitoxin (vial) (2), Bloodblock (4), Bracers of Armor, +2, Efficient Quiver (59 @ 14 lbs), Everburning torch, Flint and steel, Handy Haversack (33 @ 41.5 lbs), Healer's kit (40 uses) (4), Holy symbol, silver: Nethys, Holy Water Flask (6), Potion of Cure Light Wounds (6), Pouch, belt (2 @ 1 lbs), Pouch, belt (empty), Rations, trail (per day) (10), Ring of Protection, +1, Soothe Syrup (5), Spell component pouch, Sunrod (10), Surgeon's Tools, Wand of Color Spray, Wand of Cure Light Wounds, Wand of Enlarge Person, Wand of Magic Missile, Wand of Restoration, Lesser, Wand of Sanctuary, Wand of Sleep, Waterskin (5), Whetstone<br/>--------------------<br/><strong>SPECIAL ABILITIES</strong><br/>--------------------<br/><strong>Antitoxin (vial)</strong>If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.<br/><br/>Alchemical Power Component<br/>Like antiplague, this substance can augment certain healing spells.<br/>Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.<br/><strong>Arcane Beacon (6/day) (Su)</strong>15' Aura allows allies a choice of +1 CL or +1 DC for spells they cast.<br/><strong>Aura (Ex)</strong>The Cleric has an aura corresponding to his deity's alignment.<br/><strong>Bonded Object: Ring of Protection, +1 (1/day) (Sp)</strong>DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.<br/><strong>Channel Positive Energy 2d6 (6/day) (DC 12) (Su)</strong>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.<br/><strong>Cleric Domain: Arcane</strong>Associated Domain: Magic<br/><strong>Cleric Domain: Knowledge</strong>Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.<br/><strong>Enchantment</strong>You must spend 2 slots to cast spells from the Enchantment school.<br/><strong>Foresight</strong>Associated School: Divination<br/><strong>Forewarned +1 (Su)</strong>Always act in surprise round. Initiative bonus. Init = 20 at level 20.<br/><strong>Lore Keeper (At will) (Sp)</strong>By touch, learn about a creature with a Knowledge check result of 21.<br/><strong>Necromancy</strong>You must spend 2 slots to cast spells from the Necromancy school.<br/><strong>Prescience (7/day) (Su)</strong>Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.<br/><strong>Sacred Summons</strong>Summon monsters whose alignment subtype matches yours as a standard action<br/><strong>Sacred Touch</strong>You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer<br/><strong>Selective Channeling</strong>Exclude targets from the area of your Channel Energy.<br/><strong>Spontaneous Casting</strong>The Cleric can convert stored spells into Cure or Inflict spells.<br/><strong>Theurgy</strong>Augment arcane spells with divine energy and divine spells with arcane energy<br/>