XP 3,200
Half-orc Cleric 8
CE Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 20, touch 10, flat-footed 20 (+9 armor, +1 natural)
hp 71 (8d8+32)
Fort +8, Ref +2, Will +8; +2 resistance vs. good
Defensive Abilities orc ferocity; Immune fire (96 points)
OFFENSE
Speed 20 ft.
Melee +1 greataxe +12/+7 (1d12+9/×3)
Ranged javelin +6/+1 (1d6+6)
Special Attacks channel negative energy 4/day (DC 15, 4d6), destructive aura (+4, 8 rounds/day), destructive smite (+4, 5/day), scythe of evil (4 rounds, 1/day)
Domain Spell-Like Abilities (CL 8th; concentration +10)
5/day—touch of evil (4 rounds)
Cleric Spells Prepared (CL 8th; concentration +10)
4th—chaos hammer (DC 16), divine power, unholy blightD (DC 16)
3rd—invisibility purge, prayer, protection from energy (DC 15), rageD
2nd—align weaponD (evil weapons only), bull's strength, darkness, spiritual weapon (2)
1st—bane (DC 13), divine favor, entropic shield, protection from good, shield of faith, true strikeD
0th (at will)—bleed (DC 12), guidance, light, resistance
D Domain spell; Domains Destruction, Evil
TACTICS
Before Combat The cleric casts protection from energy (fire).
During Combat The cleric casts divine power and shield of faith at the start of combat, then closes to melee distance. If combat starts and he cannot reach any opponents on the first round, he casts chaos hammer or unholy blight. If fighting creatures he knows are good, he uses his scythe of evil ability on his greataxe. If he has allies, he casts prayer.
STATISTICS
Str 18, Dex 10, Con 14, Int 8, Wis 14, Cha 12
Base Atk +6; CMB +10; CMD 20
Feats Heavy Armor Proficiency, Power Attack, Toughness, Weapon Focus (greataxe)
Skills Intimidate +7, Perception +5, Spellcraft +3
Languages Common, Orc
SQ aura, orc blood, weapon familiarity
Combat Gear potions of cure serious wounds (2), alchemist's fire (2); Other Gear +1 half-plate, +1 greataxe, javelins (5), amulet of natural armor +1, wooden unholy symbol, 184 gp