Class Level: These Class Levels grant 4d8 Hit Dice, a base attack bonus of +3, base saving throw bonuses of +4 Fort, +1 Ref, and +4 Will, and 12 Mana plus 28 Bonus White.
Class Skills: These Class Levels grant skill points equal to 4 x (4 + Int modifier). Its class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Weapon and Armor Proficiency: A cleric is proficient with all simple weapons. A cleric is proficient with light armor, medium armor and shields (except tower shields). Clerics are also proficient with the favored weapon of their religion or order (if they belong to one).
Bonus Languages: A cleric’s bonus language options include Celestial and Abyssal (the languages of good and evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.
Divine Calling (Light): If the cleric chooses Light the bonus Mana Points he gains automatically go to his White Mana Pool and his Channel ability is based off his Wisdom score.
Moral Devotion (Good): If the cleric devotes himself to Good, his Good spells gain a +2 to their save DC and he foregoes his ability to learn and cast Evil spells.
Domain: A cleric’s religion or order influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses one domain from among those belonging to his religion or his order. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. (You will have the Healing Domain )
Channel Positive Energy (Su): A cleric can release a wave of energy by channeling the power of his dedication through his holy symbol. A good cleric (or one that belongs to an good church or order) channels positive energy that deals damage to undead creatures and heals living creatures. Channeling energy causes a burst that affects all creatures in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond first. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10+1/2 the cleric’s level+ the cleric’s Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total – all excess healing is lost. A cleric may Channel energy a number of times per day equal to 3 + his Wisdom modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include himself in this effect. A cleric must be able to present his holy symbol or order’s symbol (or personal symbol) to use this ability.
Divine Power (Su): Once per day the cleric can call upon the power of his faith as a swift action. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The cleric must participate in the combat to gain these bonuses. If he is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until he can participate in the combat again. They gain1 of the following bonuses when activated. As a swift action, they can change this power to another type.
Destruction: The cleric is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three cleric levels he possesses.
Healing: The cleric is surrounded by a healing light, gaining fast healing 1. This causes the cleric to heal 1 point of damage each round as long as the cleric is alive and the power lasts. The amount of healing increases by 1 point for every three cleric levels he possesses.
Justice: This power spurs the cleric to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five cleric levels he possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This power gives the cleric great focus and makes his spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three cleric levels he possesses.
Protection: The cleric is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five cleric levels he possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the cleric.
Purity: The cleric is protected from the vile taint of his foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five cleric levels he possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This power makes the cleric resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the cleric’s. If he is neutral, the cleric does not receive this increase.
Pursuit: This power quickens the cleric’s movements in the pursuit of her foes, granting a 5 foot morale bonus to a chosen movement speed (land, flight, swim, climb, etc). This bonus increases by 5 feet for every five cleric levels he possesses. If the cleric doesn’t already possess the chosen type of movement, this judgement doesn’t grant it to them.
Smiting: This power bathes the cleric’s weapons in a divine light. The cleric’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the cleric’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the cleric’s alignments. If the cleric is neutral, he does not receive this bonus. At 10th level, the cleric’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Racial Level: This species Racial Level grants it 1d8 Hit Die, a base attack bonus of +1, and base saving throw bonuses of +2 Fort, +0 Ref, and +0 Will.
Racial Skills: This race’s Racial Level give it skill points equal to 1 x (4 + Int modifier). Its class skills are Craft, Diplomacy, Knowledge (nature), Knowledge (religion), Perception, Survival, and Sense Motive.
+4 Strength, +2 Dexterity
Humanoid (leonin) type.
A leonin’s base land speed is 40 feet.
Leonin have the Scent ability.
Natural Armor +1
Lion’s Rally: Twice per day as a swift action, a leonin may grant an ally a move action. This action takes place immediately and on the Leonin’s turn, but is otherwise the same as a character’s normal move action on their turn. The ally must be able to see or hear the Leonin to benefit from this ability. A character may only benefit from Lion’s Rally once per turn. If an ally chooses not to take the extra move action, it is lost
Pack Leader: Leonin gain a +2 racial bonus on Survival checks and always treat Diplomacy as a class skill.
Natural Leader: A leonin gains a +2 racial bonus on Diplomacy checks and a +2 racial bonus on Sense Motive checks.
Natural Attacks: Leonin can make two claw attacks that deal 1d4 points of damage and a secondary bite attack that deals 1d6 points of damage.
Weapon Familiarity: Leonin may take the Exotic Weapon Proficiency for the Steelclaws.