Character Info
Name: Alexander Ausdauer Alexander
Player: Greg
Class/Level: Cleric (Merciful Healer) 7
ECL: 7
Race: Aasimar
Alignment: Neutral Good
Deity: Tagelied
XP: -
Languages: Common, Celestial
Ability Scores
Strength: 10 (+0) (10 base)
Dexterity: 13 (+1) (13 base)
Constitution: 14 (+2) (14 base)
Intelligence: 10 (+0) (10 base)
Wisdom: 19 (+4) (17 base, +2 racial)
Charisma: 14 (+2) (12 base, +2 racial)
Vitality: ? (?, +14 Con, +7 favored class)
Wounds: 14 (14 Con)
Combat
Base Attack Bonus: +5 (+5 base)
Movement: 20 ft. (30 ft. base, –10 ft. armor)
Initiative: +1 (+1 Dex)
Combat Maneuver Check: +5 (+5 BAB)
Combat Maneuver Defense: +6 (+5 BAB, +1 Dex)
Saving Throws
Fortitude: +7 (+5 base, +2 Con)
Reflex: +3 (+2 base, +1 Dex)
Will: +9 (+5 base, +4 Wis)
Defense
Armor Class: 18 (10 base, +5 armor, +2 shield, +1 Dex)
Touch AC: 11 (10 base, +1 Dex)
Flat-footed AC: 17 (10 base, +5 armor, +2 shield)
Damage Reduction: -
Spell Resistance: -
Other Resistance: Negative energy 5
Attacks
Morningstar: +5 (+5 BAB)
Unarmed: +5 (+5 BAB)
Damage
Morningstar: 1d8
Unarmed: 1d3
Racial/Class Abilities
Darkvision: See normally in darkness up to 60 ft.
Skilled: +2 racial bonus on Diplomacy and Perception checks.
Incorruptible: Use corruption resistance (vs. evil) 1/day as spell-like ability. Duration increases to 1 hour per level if cast on self.
Deathless Spirit: Negative energy resistance 5. +2 bonus on saves against death effects, energy drain, negative energy, and spells from necromancy school. Do not lose HP from negative levels.
Aura of Good: Radiate good alignment.
Spontaneous Casting: Sacrifice any prepared spell to cast an equal level healing spell in its place.
Channel Energy: Heal 4d6 damage to all creatures in 30 ft. radius as a standard action 5/day.
Rebuke Death: Touch a dying creature as a standard action to heal it for 1d4+3 damage 7/day.
Healer's Blessing: All healing spells are empowered except when causing damage.
Combat Medic: Stabilizing a dying creature or casting a healing spell never provokes an attack of opportunity.
Merciful Healing: When channeling energy, remove sickened and diseased conditions from up to 2 creatures.
Skillz
Total: 14 (2 base) x7 7th level
Armor Check Penalty: -7 (–5 armor, –2 shield)
Diplomacy: +11 (+4 ranks, +3 class, +2 racial, +2 Cha)
Heal: +8 (+1 ranks, +3 class, +4 Wis)
Knowledge (religion): +7 (+4 ranks, +3 class)
Perception: +7 (+1 ranks, +2 racial, +4 Wis)
Spellcraft: +7 (+4 ranks, +3 class)
Spell Power
Caster Level Check: +7 (+7 caster level)
Concentration Check: +11 (+7 caster level, +4 Wis)
Base Save DC: 14 (10 base, +4 Wis)
Spells Per Day
0 level: 4 (4 base)
1st level: 6 (4 base, +1 domain, +1 Wis)
2nd level: 5 (3 base, +1 domain, +1 Wis)
3rd level: 4 (2 base, +1 domain, +1 Wis)
4th level: 3 (1 base, +1 domain, +1 Wis)
Feats
Total: 4 (+1 1st, +1 3rd, +1 5th, +1 7th)
Heavy Armor Proficiency: Proficient with heavy armor.
Augment Healing: Healing spells heal +2 HP per spell level.
Endurance: +4 bonus on checks or saves to resist exhaustion, harsh conditions, or suffocation.
Diehard: Automatically stabilize, and staggered instead of dying when reduced to negative HP.
Spells Prepared
0 level: Detect magic, Detect poison, Light, Read magic
1st level: Detect evil, Remove fear, Deathwatch, Bless, Sanctuary, Cure light wounds
2nd level: Zone of truth, Lesser restoration, Hold person, Calm emotions, Cure moderate wounds
3rd level: Daylight, Remove curse, Remove blindness/deafness, Cure serious wounds
4th level: Neutralize poison, Restoration, Cure critical wounds
Inventory
Weapons/Armor Gear Magic Items
Morningstar
Chainmail
Heavy steel shield
Holy symbol
Equipment
Head:
Eyes:
Neck:
Shoulders:
Torso:
Body:
Wrists:
Hands:
Finger:
Finger:
Waist:
Feet:
Other: