Human CR 3
XP 800
Any Medium Humanoid
Cleric level 4 (skill points 16) Cleric
(Domains Community and Animal)
Init -1; Senses ; Perception 4
AC 11, Touch 9, flat footed 11 ( Leather, Shield, none)
(-1 Dex, +2 armour)
hp 22 (0d8
Fort 4, Ref +0, Will +7
Speed 30
Single Attack Mace,Heavy +4 (1d8
Full Attack
Mace,Heavy 4 (1d81)
Space 5ft.; Reach 5
Special Attacks
Channel Energy 3+ CHA mod / day in 30ft burst. DC 10 + 1/2 level + CHA mod, number of d6 = 2
Spells Known:

Cleric Spells
Level 0 (4) DC 13
Bleed(Necromancy)[ ] X 4
V,S rng: Close 25ft + 5ft/2 levels Dur: instantaneous
SV Will negates Area: one living creature
Description: You cause a living creature that is below 0 hit points but stabilized to resume dying

Level 1 (5) DC 14
Ant Haul(Transmutation)[ ] X 4
V, S, M/DF rng: Touch Dur: 2 hours/level
SV Fortitude negates (harmless) Area: creature touched
Description: The targets carrying capacity triples. This does not affect the creatures actual Strength in any way, merely the amount of material it can carry

Bless(Enchantment)[Compulsion Mind-Affecting ] X 1
V,S,DF rng: 50ft Dur: 1 min./level
SV None Area: The caster and all allies within a 50-ft. burst, centered on the caster
Description: Allies gain +1 on attack rolls and saves against fear.

Level 2 (4) DC 15
Aid(Enchantment)[Compulsion Mind-Affecting ] X 3
V,S DF rng: Touch Dur: 1 min./level
SV None Area: Living creature touched
Description: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).

Hold Animal(Enchantment)[Compulsion Mind-Affecting ] X 1
V,S rng: Medium 100ft + 10ft / level Dur: 1 round/level (D); see text
SV Will negates; see text Area: One animal

Str 13, Dex 8, Con 11, Int 13, Wis 16, Chr 14
Base Attack 3 CMB 4; CMD 13
Armour Prof Light,
Armour Prof Medium,
Combat Casting: +4 Concentration checks for Defensive casting,
Extra Channel: Channel energy 2 additional times a day,
Selective Channelling: Can choose number of targets = CHA mod who are not effected,
Shield Proficiency: Can use shields,
Simple Weapon Proficiency
Skills Appraise 5, Heal 10, Know Arcana 1, Know History 1, Know Religion 8, Linguistics 5, Perception 4, Sense Motive 10, Spellcraft 5
Languages Common
Environment Any
Organization Company 10-20, Band 30-100, Squad 4-8
Treasure Standard
Animal Companion
Aura of deity
Calming Touch -1 (Sp) Standard act. Heal 1d6 + level Non lethal damage, per day = 3 + WIS mod
Speak with Animals (Sp) As per spell for number of rounds per day 3 + cleric level
MAGIC ITEMS (max value 1650)

Total Value =


Jhod Kavken’s Arrival: A day after Kesten Garess arrives at
the Trading Post, another traveler comes to the area. This is a
priest of Erastil named Jhod Kavken (NG male human cleric
4), a traveling cleric and hunter who claims to have heard
of the exploration charter and came to Oleg’s to offer his
help. In truth, Jhod has been all but excommunicated from
the priesthood after he helped form a lynch mob against a
traveler his home village thought was a werewolf responsible
for several recent killings. Only a few hours after they lynched
the man, the true killer was caught by a hunter and revealed
to be nothing more sinister than a particularly wily worg.

An investigation by the church of Erastil followed, and they

found Jhod’s involvement in the village’s overly aggressive
pursuit of the traveler’s lynching to be actionable. Only the
fact that the traveler happened to be a bandit spy sent to town
to look the place over (a fact that Jhod discovered only after
the man was executed and his belongings were searched)
kept the church from fully excommunicating the priest—
and even then, only if he accepted exile. And so Jhod traveled
from his home in Galt up the Sellen and into Numeria. From
there, his wanderings eventually brought him east into
Brevoy, where he had a particularly vivid dream about an
overgrown temple of Erastil guarded by a huge, angry bear.
Upon waking from the dream, Jhod felt an irresistible tug to
the south, and realized that Erastil had given him a chance
to redeem himself.
The tugging led Jhod to Oleg’s Trading
Post, but there it stopped—and soon after he learned about
the PCs and their charter from Svetlana. Jhod has also heard
rumors of “lost temples” to Erastil in the Stolen Lands, and
the first time the PCs return to the trading post after his
arrival, he tracks them down and asks them to keep an eye
out for anything of that nature—particularly an old temple
guarded by an angry bear.


Kingmaker Haldred