Male Human (Keleshite) Cleric 5
NN Medium Humanoid (Human)
Init 0; Senses Perception +3


AC 10, touch 10, flat-footed 10
hp 29 (5d8)
Fort 7, Ref 2, Will 10


Spd 30 ft.
Melee Unarmed Strike 2 (1d3-1/20/x2)
Spell-Like Abilities Lore Keeper (At will)
Cleric Spells Known (CL 5, 2 melee touch, 3 ranged touch):
3 (2/day) Inflict Serious Wounds (DC 16), Speak with Dead (DC 16), Cure Serious Wounds (DC 16)
2 (3/day) Resist Energy (DC 15), Detect Thoughts (DC 15), Darkness, Make Whole
1 (4/day) Bless, Bane (DC 14), Comprehend Languages (DC 14), Cure Light Wounds (DC 14), Inflict Light Wounds (DC 14)
0 (at will) Read Magic (DC 13), Detect Magic, Create Water, Guidance (DC 13)


Str 8, Dex 10, Con 10, Int 13, Wis 17, Cha 16
Base Atk
3; CMB +2; CMD 12
Feats Brew Potion, Great Fortitude, Improved Channel, Iron Will
Skills Appraise +9, Heal +11, Sense Motive +11, Spellcraft +9, Use Magic Device +8
Languages Aquan, Common, Kelish
SQ Aura (Ex), Channel Positive Energy 3d6 (6/day) (DC 17) (Su), Cleric Domain: Knowledge, Cleric Domain: Magic, Hand of the Acolyte (6/day) (6/day) (Su), Spontaneous Casting
Other Gear Cloak of Resistance, +1, Handy Haversack (3 @ 0 lbs), Potion of Cure Moderate Wounds (3)


Aura (Ex) The Cleric has an aura corresponding to his deity’s alignment.
Channel Positive Energy 3d6 (6/day) (DC 17) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Knowledge Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Cleric Domain: Magic Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Hand of the Acolyte (6/day) (6/day) (Su) Throw the melee weapon you are holding 6/day.
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 23.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

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Zastoran hails from the coastal capital of Katapesh. A cleric of Nethys, the god of magic, Zastoran joined up with Almah years ago when she was just starting out in business, and has been her personal physician and spiritual advisor ever since. Zastoran is a friendly, chatty chap who misses the comforts of his home city and who naturally gravitates toward good conversationalists with interest in culture and the arts.
Zastoran’s small wagon contains an enormous chest that holds dozens and dozens of potions, an entire stock of medicinal supplements and magical aids meant to protect Almah’s band and the early settlers who will flock to Kelmarane once it has been liberated of gnoll influence. Despite this, he is loath to give out his potions and treats the loss of each as more serious than the injuries that they heal. In such cases Father Zastoran is full of patronizing advice about how the PCs can be more careful to avoid injuries in the future.


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