XP 12,800
Human Cleric 12
CN Medium humanoid (human)
Init +6; Senses Perception +11
DEFENSE
AC 26, touch 13, flat-footed 24 (+9 armor, +1 deflection, +2 Dex, +1 natural, +3 shield)
hp 105 (12d8+24)
Fort +12, Ref +9, Will +14
OFFENSE
Speed 20 ft.
Melee mwk whip +9/+4 (1d3–1 nonlethal)
Ranged mwk heavy crossbow +12 (1d10/19–20)
Special Attacks channel negative energy 8/day (DC 21, 6d6)
Domain Spell-Like Abilities (CL 12th; concentration +17)
At will—charming smile (12 rounds/day, DC 21), master's illusion (12 rounds/day, DC 21)
8/day—copycat (12 rounds), dazing touch
Cleric Spells Prepared (CL 12th; concentration +17)
6th—geas/questD, greater dispel magic, word of recall
5th—breath of life, charm monsterD (DC 22), greater command (DC 22), slay living (DC 20), spell resistance
4th—chaos hammer (DC 19), cure serious wounds, discern lies (DC 19), heroismD, poison (DC 19)
3rd—invisibility purge, magic vestment, prayer, protection from energy (DC 18), searing light, suggestionD (DC 20)
2nd—calm emotions (DC 19), delay poison (DC 17), enthrall (DC 19), hold person (2, DC 19), invisibilityD
1st—charm personD (DC 18), cure light wounds (2), entropic shield, hide from undead, obscuring mist, remove fear
0th (at will)—detect magic, light, mending, purify food and drink
D Domain spell; Domains Charm, Trickery
TACTICS
Before Combat The cleric uses his wand of bear's endurance, then casts magic vestment.
During Combat The cleric uses charm spells, hold spells, and suggestion to disable opponents or turn them into allies. He casts heroism and prayer to bolster companions, and uses his copycat domain power and spell resistance to protect himself, channeling negative energy to harm creatures who resist enchantment.
Base Statistics
Without bear's endurance and magic vestment, the cleric's statistics are AC 24, touch 13, flat-footed 22; hp 81; Fort +10; Con 12.
STATISTICS
Str 8, Dex 15, Con 16, Int 10, Wis 20, Cha 16
Base Atk +9; CMB +8; CMD 21
Feats Extra Channel, Greater Spell Focus (enchantment), Improved Channel, Improved Initiative, Lightning Reflexes, Selective Channeling, Spell Focus (enchantment)
Skills Bluff +11, Diplomacy +17, Heal +14, Intimidate +8, Perception +11, Spellcraft +6
Languages Common
SQ aura
Combat Gear potion of cure moderate wounds, wand of bear's endurance (10 charges); Other Gear +1 breastplate, +2 light wooden shield, masterwork heavy crossbow with 20 bolts, masterwork whip, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +1, headband of inspired wisdom, ring of protection +1, silver unholy symbol, 621 gp