Deivon Oakleaf
Male half-elf cleric of Desna 1/ranger 2/rogue 12
CG Medium humanoid (elf, human)
Init +10; Senses darkvision 60 ft., low-light vision; Perception +26
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Defense
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AC 33, touch 20, flat-footed 26 (+8 armor, +3 deflection, +6 Dex, +1 dodge, +1 natural, +4 shield; +2 deflection vs. evil)
hp 140 (15 HD; 13d8+2d10+59)
Fort +16, Ref +22, Will +13; +2 vs. enchantments; +2 resistance vs. evil
Defensive Abilities evasion, improved uncanny dodge, trap sense +4; Immune sleep
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Offense
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Speed 40 ft.
Melee +3 short sword +19/+14/+9 (1d6+5/19-20 plus 6d6 sneak attack), +1 adamantine short sword +17/+12 (1d6+2/19-20 plus 6d6 sneak attack) or
   +3 short sword +21/+16/+11 (1d6+5/19-20 plus 6d6 sneak attack)
Ranged +1 composite shortbow +18/+13/+8 (1d6+3/×3 plus 6d6 sneak attack)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks channel positive energy 4/day (DC 11, 1d6), combat style (two-weapon combat), favored enemy (evil outsiders +2), sneak attack +6d6 +2 Str damage
Domain Spell-Like Abilities (CL 1st; concentration +3)
   5/day—bit of luck
Cleric Spells Prepared (CL 1st; concentration +3)
   1st—endure elements, entropic shield, longstrider[D]
   0 (at will)—detect magic, guidance, light
   D Domain spell; Domains Luck, Travel
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Statistics
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Str 14, Dex 22, Con 14, Int 14, Wis 14, Cha 12
Base Atk +11; CMB +13; CMD 33
Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, Improved Shield Bash, Improved Two-weapon Fighting, Quick Draw, Shield Slam, Skill Focus (Acrobatics), Toughness, Two-weapon Defense, Two-weapon Fighting, Weapon Finesse, Weapon Focus (short sword)
Skills Acrobatics +35 (+39 to jump), Appraise +6, Bluff +13, Climb +12, Diplomacy +9, Disable Device +34, Disguise +8, Escape Artist +19, Handle Animal +8, Intimidate +8, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (local) +11, Knowledge (nature) +6, Knowledge (religion) +20, Linguistics +12, Perception +26, Perform (oratory) +4, Ride +10, Sense Motive +9, Sleight of Hand +15, Spellcraft +6, Stealth +27, Survival +6, Swim +8, Use Magic Device +22; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Orc, Sylvan, Thassilonian, Undercommon
SQ agile feet (5/day), elf blood, rogue talents (combat trick, crippling strike, finesse rogue, opportunist, trap spotter, weapon training), track +1, trapfinding +6, wild empathy +3
Combat Gear +1 arrows (12), +1 giant-bane arrows (3), cold iron arrows (20), feather token (swan boat), pearl of power (1st level) (2), potion of cure light wounds, potion of cure moderate wounds, potion of fly, potion of haste, potion of water walk, scroll of bless weapon, bless weapon, scroll of cure moderate wounds, cure moderate wounds, scroll of entangle, entangle, scroll of invisibility, invisibility, scroll of lesser restoration, scroll of mirror image, mirror image, scroll of pass without trace, pass without trace, scroll of resist energy, resist energy, scroll of see invisibility, see invisibility, silver arrows (15), wand of cure light wounds, wand of shield (48 charges), antitoxin (2), tanglefoot bag (2), thunderstone (3); Other Gear +4 shadow mithral chain shirt, +3 bashing darkwood buckler (with carved in symbol of kyonin), +1 adamantine short sword, +1 composite shortbow (+2 Str), +3 short sword, arrows (20), javelin (12), longspear, quarterstaff, amulet of natural armor +1, belt of physical perfection +2, boots of elvenkind, circlet of persuasion, cloak of resistance +5, dark blue rhomboid ioun stone, efficient quiver, elixir of vision (2), goggles of night, golembane scarab, handy haversack, headband of mental superiority +2, ring of protection +3, ring of sustenance, vest of escape, bedroll, belt pouch, chalk, flint and steel, hammer, ink, inkpen (2), masterwork thieves' tools, mirror, mug/tankard, parchment (5), piton (3), sack, scroll case, silk rope (50 ft.), soap, sunrod, trail rations (10), waterskin, winter blanket, 72 pp, 6 gp, 6 sp, 1 cp
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Special Abilities
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Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Bit of Luck (5/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Crippling Strike (Ex) Your sneak attacks do 2 points of Strength damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Improved Uncanny Dodge (Lv >= 16) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 16+.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Opportunist (1/round) (Ex) A foe who takes a melee hit from another provokes an AoO from you.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Sneak Attack +6d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Track +1 Add the listed bonus to Survival checks made to track.
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +6 Gain a bonus to find or disable traps, including magical ones.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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