1st lvl, Deities and Demigods allowed?



Erbin (Demigod)
Rogue 1/Fighter 1
Medium-Size Outsider
Divine Rank: 1
Hit Dice: 1d6+7 plus 1d10+7 (30 hp)
Initiative: +15
Speed: 60 ft.
AC: 47 (touch 33, flat-footed 32)
Face/Reach: 5 ft. by 5 ft./5 ft.
Attacks: +5 distance returning wounding dagger +16
melee; or +5 distance returning wounding dagger +22
ranged
Damage: 1d4+14/19–20/x2, +5 distance returning
wounding dagger or 1d4+5/19–20/x2, +5 distance returning
wounding dagger
Special Attacks: Domain powers, salient divine abilities,
sneak attack +1d6, spell-like abilities
Special Qualities: DR 36/+4, demigod abilities,
divine aura (10 ft., DC 18), divine immunities, fire
resistance 21, immortal, Outsider traits, SR 33, traps
Saves: Fort +10, Reflex +18, Will +8
Abilities: Str 28, Dex 41, Con 24, Int 25, Wis 24,
Cha 24
Skills: Balance +19, Bluff +11, Climb +14, Diplomacy
+9, Disguise +11, Gather Info +11, Hide +19, Intimidate
+11, Jump +13, Listen +13, Move Silently +19, Perform
(act) +11, Pick Pocket +19, Spot +13, Tumble +19
Feats: Alertness, Blind-Fight, Dodge
No Automatic Failures: When Erbin rolls a 1 on an
attack roll or saving throw, calculate success or failure
normally.
Divine Immunities: Acid, cold, electricity, transmutation,
draining and ability damage, mind effects, disease,
poison, paralysis, stunning, disintegration, and
death effects.
Immortality: Deities are naturally immortal and
cannot die from natural causes. They do not age and do
not need to eat, sleep, or breathe. The only way for a
deity to die is through special circumstances—most
often, being slain in magical or physical combat with
deities of higher stature.
Salient Divine Abilities: Alter Form, Alter Size.
Domain Powers: Erbin can use either of the following
abilities a number of times per day equal to his
divine rank: He can make a single melee attack with a
+4 attack bonus (must declare this ability before
making attack roll), and he can cast evil spells at +1
caster level.
Spell-Like Abilities: Erbin uses these abilities as an
11th-level caster. The save DCs are 18 + spell level).
Blasphemy, change self, circle of doom, confusion, contagion,
create undead, desecrate, disintegrate, dispel good, earthquake,
false vision, harm, implosion, inflict critical wounds, inflict
light wounds, invisibility, magic circle against good, mislead,
nondetection, polymorph any object, protection from good,
screen, shatter, summon monster IX (evil spell only), time
stop, unholy aura, unholy blight.
Other Divine Powers
Senses: Erbin can see, hear, touch, and smell at a distance
of 1 mile. As a standard action, he can perceive
anything within 1 mile of his worshipers, holy sites,
objects, or any location where one of his titles or name
was spoken in the last hour, or any location when an act
of unnecessary cruelty to a mortal occurs. He can
extend his senses to up to two locations at once. He can
block the sensing power of deities of his rank or lower
at up to two remote locations at once for up to 1 hour.
Portfolio Sense: Erbin senses all events of unnecessary
cruelty against intelligent beings when 1,000 or
more such beings are involved.
Automatic Actions: Erbin can use Disguise, Move
Silently, Perform (act), and Pick Pocket as free actions if
the DC for the task is 15 or lower. He can perform up to
two such free actions each round.
Create Magic Items: Erbin can create any kind of
magic item that improves checks for Disguise, Move
Silently, Perform (act), or Pick Pocket, as well as minor
magic daggers, as long as the item’s market price does
not exceed 4,500gp.
Divine Aura: Erbin’s divine aura extends in a radius
up to 10 feet (Will save DC 18). Erbin generally chooses
either the daze or frighten effect.
Class and Outsider Abilities
Sneak Attack: If Erbin’s target would be denied a
Dexterity bonus to AC (whether the target actually has
a bonus or not), or when Erbin flanks his target, the
rogue’s attack deals varying points of extra damage. If
the attack scores a critical hit, this extra damage is not
multiplied. Ranged attacks can count as sneak attacks
only if the target is within 30 feet. With a sap or an
unarmed strike, Erbin can make a sneak attack that
deals subdual damage instead of normal damage. He
cannot use a weapon that deals normal damage to deal
subdual damage with a sneak attack. Erbin can sneak
attack only living creatures with discernable anatomies.
Any creature immune to critical hits is not vulnerable
to sneak attacks. Erbin must be able to see the target
well enough to pick out a vital spot and must be able to
reach a vital spot. He cannot sneak attack while striking
a creature with concealment or striking the limbs
of a creature whose vitals are beyond reach.
Outsider Traits: Darkvision 60 ft.; cannot be raised or
resurrected (though a wish or miracle spell can restore life).
Traps: Erbin can use the Search skill to locate traps
when the task has a DC higher than 20. Finding a nonmagical
trap has a DC of at least 20, higher if it is well
hidden. Finding a magic trap has a DC of 25 + the level
of the spell used to create it. Erbin can use the Disable
Device skill to disarm magic traps. Disabling a magic
trap generally has a DC of 25 + the level of the spell
used to create it. If he beats a trap’s DC by 10 or more
with a Disable Device check, he can generally study a
trap, figure out how it works, and bypass it (with his
companions) without disarming it.
Possessions: Erbin always carries a +5 distance returning
wounding dagger he calls Poverty’s Bite. He normally
carries six other +2 daggers he uses as throwing weapons.