Jhod Kavken

Priest of Erastil


I heard of the exploration charter and I came to offer my assistance. I am not an explorer but I can offer healing and aid to your group. In exchange, please let me know of any strange things you encounter. I have had visions of a lost Temple dedicated to Erastil guarded by a large bear. If you are able to find it, I feel it is my responsibility and penance to cleanse and restore the temple. This is my direction from Erastil.


Jhod Kavken
Male human cleric of Erastil 4
NG Medium humanoid (human)
Init 1; Senses Perception +4


AC 17, touch 11, flat-footed 16 (6 armor, 1 Dex)
hp 32 (4d8)
3, Ref 2, Will 8


Speed 30 ft. (20 ft. in armor)
Melee dagger 3 (1d4/19-20)
Ranged longbow +4 (1d8/×3)
Special Attacks channel positive energy 5/day (DC 14, 2d6), wooden fists (
2, 7 rounds/day)
Domain Spell-Like Abilities (CL 4th; concentration 8)
   7/day—calming touch (1d6
Cleric Spells Prepared (CL 4th; concentration 8)
   2nd—cure moderate wounds, remove paralysis, lesser restoration, shield otherD
   1st—blessD, cure light wounds, protection from evil, remove sicknessUM (DC 15), sanctuary (DC 15)
   0 (at will)—create water, detect magic, light, purify food and drink (DC 14), read magic, stabilize
   D Domain spell; Domains Community, Plant


Str 10, Dex 13, Con 8, Int 12, Wis 18, Cha 14
Base Atk
3; CMB 3; CMD 14
Feats Brew Potion, Extra Channel, Self-sufficient
Traits caretaker, perfectionist’s brew
Skills Acrobatics -5 (-9 to jump), Diplomacy +6, Heal +16 (
17 circumstance to treat wounds or deadly wounds, 19 to treat poison, +20 dealing with humanoid pregnancy or birth, +19 to treat common animals, but +1 to treat other creatures), Knowledge (history) +8, Knowledge (religion) +8, Linguistics +6, Spellcraft +5 (7 to brew potions), Survival 6
Languages Celestial, Common, Gnome, Halfling
Combat Gear oil of bless weapon (2), oil of invisibility (2), potion of bull’s strength, potion of cat’s grace, potion of cure light wounds (10), potion of remove blindness/deafness, potion of remove curse, potion of remove disease, potion of remove disease, antiplague (5), antitoxin (5), healer’s kit, holy water (5); Other Gear chainmail, arrows (20), dagger, longbow, whistling arrow (20), antidote kit, backpack, belt pouch, cleric’s vestments, holy text, mess kit, midwife’s kit, spell component pouch, surgeon’s tools, veterinarian’s kit, wooden holy symbol of Erastil, 49 gp, 16 sp, 1 cp

Tracked Resources

Antidote kit (10 uses) – 0/10
Antiplague – 0/5
Antitoxin – 0/5
Arrows – 0/20
Calming Touch (1d6
4 nonlethal damage, 7/day) (Sp) – 0/7
Cleric Channel Positive Energy 2d6 (5/day, DC 14) (Su) – 0/5
Dagger – 0/1
Extra Channel (2/day) – 0/2
Healer’s kit – 0/10
Holy water – 0/5
Midwife’s kit (10 uses) – 0/10
Oil of bless weapon – 0/2
Oil of invisibility – 0/2
Potion of bull’s strength – 0/1
Potion of cat’s grace – 0/1
Potion of cure light wounds – 0/10
Potion of remove blindness/deafness – 0/1
Potion of remove curse – 0/1
Potion of remove disease – 0/1
Potion of remove disease – 0/1
Veterinarian’s kit (10 uses) – 0/10
Whistling arrow – 0/20
Wooden Fists +2 (7 rounds/day) (Su) – 0/7

Special Abilities

Antidote kit (10 uses) +3 circumstance bonus to Heal checks to treat poison.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add 2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Calming Touch (1d6
4 nonlethal damage, 7/day) (Sp) Heal 1d6+4 nonlethal damage and cure conditions by touch.
Cleric Channel Positive Energy 2d6 (5/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Community) Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Cleric Domain (Plant) Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.
Wooden Fists +2 (7 rounds/day) (Su) Unarmed attacks are lethal, do not provoke AoO, and gain +2 damage.

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Jhod Kavken

Pathfinder Kingmaker Shelexie1