XP 51,200
Halfling Cleric 16
CN Small humanoid (halfling)
Init +4; Senses Perception +19
DEFENSE
AC 21, touch 12, flat-footed 21 (+7 armor, +1 deflection, +2 natural, +1 size)
hp 155 (16d8+80)
Fort +17, Ref +10, Will +20; +2 vs. fear
Immune fire (120 points); Resist cold 20, electricity 20, fire 30
OFFENSE
Speed 20 ft.
Melee mwk quarterstaff +13/+8/+3 (1d4–1)
Ranged mwk light crossbow +14 (1d6/19–20)
Special Attacks channel negative energy 7/day (DC 20, 8d6)
Domain Spell-Like Abilities (CL 16th; concentration +23)
10/day— icicle (1d6+8 cold damage), lightning arc (1d6+8 electricity)
Cleric Spells Prepared (CL 16th; concentration +23)
8th—horrid wilting D(DC 25), summon monster VIII (2)
7th—elemental body IV D (air only), ethereal jaunt, repulsion (DC 24), summon monster VII (2)
6th—banishment (DC 23), chain lightning D(DC 23), heal, summon monster VI, word of recall
5th—breath of life, greater command (DC 22), ice storm D, plane shift (DC 23), spell resistance, summon monster V
4th—air walk D, chaos hammer (DC 21), dismissal (DC 21), freedom of movement, summon monster IV (2)
3rd—dispel magic, invisibility purge, prayer, protection from energy (DC 20), remove blindness/deafness, water breathing D, wind wall
2nd—bear's endurance, cure moderate wounds, hold person (DC 19), resist energy (DC 19), shatter, spiritual weapon, wind wall D
1st—bless, command (2, DC 18), cure light wounds, divine favor, obscuring mist D, shield of faith
0th (at will)—create water, detect magic, read magic, resistance
D Domain spell; Domains Air, Water
TACTICS
Before Combat The cleric casts air walk, bear's endurance, freedom of movement, protection from energy (fire), and resist energy (fire).
During Combat The cleric summons air and water elementals and uses Elemental Channel to keep these defenders alive so he can cast attack spells at his opponents.
Base Statistics
Without bear's endurance, protection from energy, and resist energy, the cleric's statistics are hp 123; Fort 15; Immune —; Resist cold 20, electricity 20; Con 14.
STATISTICS
Str 8, Dex 10, Con 18, Int 12, Wis 25, Cha 15
Base Atk +12; CMB +10; CMD 21
Feats Augment Summoning, Combat Casting, Elemental Channel (air, water), Extra Channel, Improved Initiative, Lightning Reflexes, Spell Focus (conjuration)
Skills Acrobatics +1 (–3 when jumping), Climb +0, Diplomacy +10, Knowledge (arcana) +9, Knowledge (nature) +6, Knowledge (planes) +14, Linguistics +5, Perception +19, Spellcraft +9, Stealth +5, Swim +3
Languages Aquan, Auran, Common, Halfling
SQ aura
Combat Gear potions of invisibility (2); Other Gear +1 mithral chainmail, masterwork light crossbow with 20 bolts, masterwork quarterstaff, amulet of natural armor +2, cloak of resistance +2, headband of inspired wisdom +6, ring of protection +1, forked metal rods (for plane shift), wooden unholy symbol, 1,564 gp