Aasimar cleric (herald caller) of Erastil 11
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 123 (12d8+72)
Fort +15, Ref +8, Will '+17\\ +4 resistance bonus against the spells and spell-like abilities of daemons Resist acid 5, cold 5, electricity 5
Speed 30 ft.
Special Attacks channel positive energy 7/day (DC 19, 6d6)
Spell-Like Abilities (CL 12th; concentration +16)
Cleric (Herald Caller) Spells Prepared (CL 11th; concentration +17)
6th—reach breath of life (DC 21), mass fly[D,APG] (DC 22), 2xheal
5th—beast shape III (animals only)[D], 3x break enchantment, life bubble[APG] (DC 21)
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 18, Int 10, Wis 22, Cha 18
Base Atk +9; CMB +9; CMD 20
Feats Boon Companion, Celestial Servant, Summon Good Monster, Augment Summoning, Divine Interference, Reach spell, Sacred Summons, Superior Summoning
Traits armor expert, Sentinels of Meraz
Skills Acrobatics -2 (-6 to jump), Diplomacy +21, Fly +5, Handle Animal +11, Knowledge (planes) +4, Knowledge (religion) +4, Perception +26, Sense Motive +11, Spellcraft +5, Survival +13; Racial Modifiers +2 Diplomacy, +8 Perception
Languages Celestial, Common
SQ animal companion (lion named Mahdi), call heralds, divine heralds, eyes of the hawk
Combat Gear pearl of power (1st level), potion of invisibility (2), potion of touch of the sea, scroll of alter summoned monster, alter summoned monster, scroll of comprehend languages, comprehend languages, comprehend languages, comprehend languages, comprehend languages, scroll of lesser (x3) restoration, scroll of remove paralysis, remove paralysis, wand of cure light wounds (50 charges), wand of cure serious wounds, wand of heightened awareness (50 charges); Other Gear +2 mithral breastplate, +2 light steel shield, belt of mighty constitution +2, belt of mighty constitution +4, cloak of resistance +2, cloak of resistance +3, handy haversack, headband of inspired wisdom +4, malleable symbol[UE], pink and green sphere ioun stone, iron holy symbol of Erastil[UE], iron holy symbol of Erastil[UE], watchtower tattoo (worth 9,500 gp), wooden holy symbol of Erastil, wooden holy symbol of Erastil, wooden holy symbol of Erastil, wooden holy symbol of Erastil, wooden holy symbol of Erastil, wooden holy symbol of Erastil, wooden holy symbol of Erastil, 1,249 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.
Eyes of the Hawk (+5 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Reach spell increase spell range by one category 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 magical beast
Init +4; Senses low-light vision, darkvision, scent; Perception +7
AC 30, touch 13, flat-footed 24 (+4 Dex, +11 natural, +6 armor -1 size)
hp 97 (9d8+36)
Fort +9, Ref +10, Will +7 (+4 morale bonus vs. Enchantment spells and effects)
Resist acid 10, cold 10, electricity 10
Defensive Abilities evasion, DR 5/evil, SR 16
Speed 40 ft.
Melee bite +15 (1d8+9 plus grab), 2 claws +15 (1d8+9)
Melee Power attack bite +13 (1d8+13 plus grab), 2 claws +13 (1d8+13)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +13, 1d8+8), smite evil (+10 dmg)
Str 27, Dex 19, 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
Other Gear +2 chain shirt barding, +1 planar amulet of mighty fists
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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