Amud'habi #pretreMale human cleric (herald caller) of Sarenrae 6 (Pathfinder Player Companion: Monster Summoner's Handbook 7)
NG Medium humanoid (human)
Hero Points 1
Init +2;
Senses Perception +8
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Defense--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield)
hp 49 (6d8+12)
Fort +7,
Ref +4,
Will +9
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Offense--------------------
Speed 30 ft.
Special Attacks channel positive energy 7/day (DC 15, 3d6+1)
Domain Spell-Like Abilities (CL 6th; concentration +10)
. . 7/day—rebuke death (1d4+3)
Cleric (Herald Caller) Spells Prepared (CL 6th; concentration +10)
. . 3rd—cure serious wounds[D], dispel magic, invisibility purge, magic vestment
. . 2nd—cure moderate wounds[D], lesser restoration, spiritual weapon, spiritual weapon, spiritual weapon
. . 1st—cure light wounds[D], murderous command[UM] (DC 15), protection from evil, remove fear, shield of faith
. . 0 (at will)—create water, detect magic, guidance, read magic
. .
D Domain spell;
Domain Healing
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Statistics--------------------
Str 10,
Dex 14,
Con 14,
Int 12,
Wis 18,
Cha 14
Base Atk +4;
CMB +4;
CMD 16
Feats Augment Summoning, Combat Casting, Extra Channel, Scribe Scroll, Summon Good Monster
Traits blessed touch, missionary
Skills Bluff +12, Diplomacy +11, Heal +11, Knowledge (arcana) +9, Knowledge (planes) +7, Knowledge (religion) +9, Linguistics +5, Perception +8, Sense Motive +13, Spellcraft +6
Languages Common, Draconic, Gnoll
SQ call heralds, divine heralds, healer's blessing, hero points
Combat Gear pearl of power (2nd level),
wand of cure light wounds;
Other Gear mwk chain shirt, mwk mithral buckler,
headband of inspired wisdom +2, bedroll, flint and steel, masterwork backpack[APG], mess kit[UE], waterskin (2), 3,944 gp, 7 sp
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Special Abilities--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Call Heralds (+2 concentration) (Su) Concentration bonus to summon monster spells.
Cleric (Herald Caller) Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Channel Positive Energy 3d6+1 (7/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Divine Heralds (Su) Summon creatures appropriate to deity.
Healer's Blessing (Su) Your cure spells are empowered for free.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Rebuke Death (7/day) (Sp) As a standard action, touch heals 1d4+3 dam to negative HP target.
Summon Good Monster You can summon from a special list, who gain Diehard as a bonus feat.
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