Aasimar Cleric 20 LN
Init 7; Senses Darkvision; Perception 19
Defense
AC 23; Touch 15; Flat-Footed 20
HP 135
Fort 14 (+2 vs Paralysis, Petrification, Poison); Ref 11 ; Will 17
DR —; Immune —; Resist Acid 5, Cold 5, Electric 5; SR —
Offense
Speed 30; Fly 30/Average;
Melee 18 Merciful Anchoring Phase Locking Mancatcher (1d2+3+1d6, x2); p;
Melee 18 Wing (1d4+3, x2); s; silver
Spell-Like Abilities
Zone of Truth 2/2, Daylight 1/1
Spells Known/Prepared
9th—Summon Monster IX, Heal, Mass, Miracle, Overwhelming Presence, True Resurrection
8th—Shield of Law, Angelic Aspect, Greater, Cure Critical Wounds, Mass, Frightful Aspect, Holy Aura
7th—Dictum, Cure Serious Wounds, Mass, Regenerate, Resurrection, Restoration, Greater
6th—Hold Monster, Chains Of Light, Cure Moderate Wounds, Mass, Forbiddance, Glyph Of Warding
5th—Dispel Chaos, Angelic Aspect, Cure Light Wounds, Mass, Mark of Justice, Raise Dead
4th—Order's Wrath, Absolution, Cure Critical Wounds, Dismissal, Glimpse Of Truth
3rd—Magic Circle against Chaos, Aura Sight, Chain of Perdition, Cure Serious Wounds, Remove Disease
2nd—Align Weapon, Cure Moderate Wounds, Angelic Aspect, Lesser, Hold Person
1st—Protection From Chaos, Bless, Cure Light Wounds, Detect Demon, Detect Chaos
0th—Detect Magic, Mending, Detect Poison, Stabilize
Statistics
Str 16, Dex 16, Con 14, Int 14, Wis 20, Cha 10
Base Atk 15; CMB 18; CMD 36
Feats Angelic Blood, Angel Wings, Angelic Flesh, Metallic Wings, Death from Above, Defensive Combat Training, Improved Initiative, Exotic Weapon Proficiency (Mancatcher), Acrobatic, Lightning Reflexes
Skills acrobatics 5, appraise 6, craft: Smithing 10, diplomacy 10, disguise -2, fly 14, heal 13, intimidate 15, knowledge Arcana 6, knowledge History 6, knowledge Nobility 6, knowledge Planes 6, knowledge Religion 6, perception 19, profession: Warden 13, sense Motive 28, spellcraft 6, stealth 0
Languages Common, Celestial
SQ Darkvision (Ex), Channel Energy 10d6 10/day DC 20 (Su), Touch of Law (Sp), Staff of Order (Su)
Gear Weapon: Merciful Anchoring Phase Locking Mancatcher, Armor: +5 Parade Armor, Belt: Belt of Incredible Dexterity +4, Headband: Headband of Vast Intelligence +4, Eyes: Inquisitors Monocle, Neck: Amulet of Natural Armor +2; Money 1160 gp
Human Paladin 10
Init 6; Senses ; Perception 1
Defense
AC 17; Touch 12; Flat-Footed 15
HP 57
Fort 11 ; Ref 9 ; Will 12
DR —; Immune fear, disease, charm; Resist —; SR —
Offense
Speed 30;
Melee 15 Merciful Mancatcher (1d2+5+1d6, x2); p; nonlethal
Spells Known/Prepared
3rd—Burst of Speed
2nd—Effortless Armor, Zone of Truth
1st—Bless, Bless Weapon, Protection From Chaos
Statistics
Str 20, Dex 14, Con 10, Int 8, Wis 12, Cha 18
Base Atk 10; CMB 17; CMD 29
Feats Defiant Luck, Exotic Weapon Proficiency (mancatcher), Coordinated Defense, Coordinated Maneuvers, Improved Initiative, Intimidating Prowess
Skills craft: Smithing 3, diplomacy 8, handle Animal 8, heal 5, intimidate 9, knowledge Nobility 3, knowledge Religion 3, profession: Guard 5, ride 6, sense Motive 5, spellcraft 3
Languages common
SQ Aura of Good (Su), Detect Evil (Su), Smite Evil 4/day (Su), Divine Grace (Su), Lay On Hands 5d6 9/day (Su), Aura of Courage (Su), Divine Health (Su), Mercy: Deceived (Su), Mercy: Haunted (Su), Mercy: Confused (Su), Channel Positive Energy 4d6 Will DC 19 (Su), Divine Bond: +2 weapon (Su), Aura of Resolve (Su)
Gear Weapon: Merciful Mancatcher, Armor: +2 Parade Armor, Belt: Belt of Giant Strength +2; Money 10 gp