Legend of Angor
ALEMEI: human cleric 7 / apostle of peace 3; CR 10; Medium humanoid; HD 7d8 plus 3d4; hp 68; Init +1; Spd 30 ft.; AC 19, touch 11, flat-footed 18; Base Atk +6; Grp +5; Atk +5 melee (1d3-1, unarmed); Full Atk +5/+0 melee (1d3-1, unarmed); SA turn undead, pacifying touch; SQ endure elements, mind shielding, sustenance, damage reduction 5/magic; AL CG; SV Fort +9, Ref +7, Will +14; Str 8, Dex 12, Con 10, Int 14, Wis 16, Cha 16.
Skills and Feats: Concentration +13, Diplomacy +21, Heal +11, Gather Information +6, Knowledge (local [Treser]) +4, Listen +7, Search +4, Sense Motive +9, Spellcraft +7, Spot +7; Intuitive Attack, Iron Will, Sacred Vow, Skill Focus (Diplomacy), Vow of Abstinence, Vow of Chastity, Vow of Nonviolence, Vow of Peace, Vow of Poverty.
Pacifying Touch (Su): Alemei’s touch can soothe the savage beast, suppressing anger, rage and hostility. By making a dispel magic check (using her character level as her caster level), Alemei dispels certain mind-affecting spells that incite violent emotions (such as fear or rage).
Turn Undead (Su): Six times a day, Alemei may channel good energy in such a way that she turns or destroys undead beings, applying her character level to the check.
Apostle of Peace Spells Prepared (5/4/2/1; caster level 3rd): 0 – Detect Magic, Mending, Purify Food and Drink, Read Magic, Virtue; 1st – Comprehend Languages, Enthropic Shield, Sanctuary, Shield of Faith; 2nd – Aid, Lesser Restoration; 3rd – Protection from Energy.
Cleric Spells Prepared (6/5/4/3/1; caster level 7th): 0 – Create Water x3, Detect Magic, Mending, Read Magic; 1st – Command, Endure Elements, Obscuring Mist, Remove Fear, Sanctuary, Shield of Faith; 2nd – Fog Cloud, Hold Person x2, Silence, Status; 3rd – Create Food and Water, Dispel Magic, Water Breathing, Water Walk; 4th – Control Water*, Restoration.
Domains: Alemei has the protection and water domains.
Possessions: Bag of Holding (Type III), badge, holy symbol; katana (+1, merciful; given to Michuru), 263 gp (given to the resistance)