Aasimar cleric (herald caller) of Erastil 11 (Pathfinder Player Companion Monster Summoner's Handbook 7, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +1 (+3 during surprise rounds); Senses darkvision 60 ft.; Perception +24
AC 22, touch 11, flat-footed 21 (+8 armor, +1 Dex, +3 shield)
hp 91 (11d8+33)
Fort +9, Ref +4, Will +13
Resist acid 5, cold 5, electricity 5
Speed 30 ft.
Special Attacks channel positive energy 7/day (DC 19, 6d6)
Spell-Like Abilities (CL 11th; concentration +15)
Cleric (Herald Caller) Spells Prepared (CL 11th; concentration +17)
6th—mass fly[D,APG] (DC 22), heal, word of recall
5th—beast shape III (animals only)[D], break enchantment, breath of life (DC 21), dispel evil
4th—blessing of fervor[APG] (DC 20), communal protection from energy[UC], restoration, summon nature's ally IV (animals only)[D], tongues
3rd—dispel magic, fly[D], invisibility purge, magic circle against evil, communal resist energy[UC] (2)
2nd—alter summoned monster (DC 18), alter summoned monster (DC 18), calm emotions (DC 18), communal endure elements[UC], feather fall[D], lesser restoration (2)
1st—calm animals[D] (DC 17), comprehend languages, divine favor (2), endure elements, shield of faith (2)
0 (at will)—detect magic, light, read magic, stabilize
D Domain spell; Domain Animal (Feather[APG] subdomain)
Str 10, Dex 12, Con 15, Int 10, Wis 22, Cha 18
Base Atk +8; CMB +8; CMD 19
Feats Boon Companion, Celestial Servant, Summon Good Monster, Augment Summoning, Divine Interference, Evolved Summoned Monster, Sacred Summons, Superior Summoning
Traits armor expert
Skills Diplomacy +20, Fly +8, Handle Animal +11, Knowledge (planes) +4, Knowledge (religion) +4, Perception +24, Sense Motive +10, Spellcraft +5, Survival +12; Racial Modifiers +2 Diplomacy, +7 Perception
Languages Celestial, Common
SQ animal companion (lion named Animal Companion), call heralds, divine heralds, eyes of the hawk
Other Gear +2 mithral breastplate, +2 light steel shield, belt of mighty constitution +2, handy haversack, headband of inspired wisdom +4, pink and green sphere ioun stone, 39,641 gp
Animal Companion (Ex) Gain an animal companion.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Call Heralds (+3 concentration) (Su) Concentration bonus to summon monster spells.
Cleric (Herald Caller) Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Cleric Channel Positive Energy 6d6 (7/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Darkvision (60 feet) You can see in the dark (black and white only).
Divine Heralds (Su) Summon creatures appropriate to deity.
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evolved Summoned Monster Apply a 1-point evolution to a creature you summon.
Eyes of the Hawk (+5 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Superior Summoning When summoning more than one creature, summon an extra one
LG Large animal
Init +4; Senses low-light vision, scent; Perception +7
AC 22, touch 13, flat-footed 18 (+4 Dex, +9 natural, -1 size)
hp 76 (9d8+36)
Fort +9, Ref +10, Will +7 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
Speed 40 ft.
Melee bite +13 (1d8+8 plus grab), 2 claws +13 (1d8+8)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +13, 1d8+8)
Str 26, Dex 18, Con 17, Int 2, Wis 15, Cha 10
Base Atk +6; CMB +15 (+19 grapple); CMD 29 (33 vs. trip)
Feats Improved Natural Attack (claw), Iron Will, Light Armor Proficiency, Power Attack, Toughness
Tricks Air Walk, Attack, Come, Defend, Down, Guard, Heel, Seek, Stay, Track
Skills Acrobatics +4 (+8 to jump), Climb +13, Perception +7, Stealth +6, Survival +4
SQ air walk, attack, come, defend, devotion, down, guard, heel, seek, stay, track
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack [Trick] The animal will attack on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Grab Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
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