Male halfling cleric of Abadar 15
LN Small humanoid (halfling)
Hero Points 2
Init +3; Senses darkvision 60 ft.; Perception +15 (+17 to notice unusual stonework)
AC 29, touch 16, flat-footed 26 (+9 armor, +2 deflection, +3 Dex, +4 natural, +1 size)
hp 130 (15d8+48)
Fort +12, Ref +9, Will +16; +4 morale vs. poison and fear, +2 bonus vs. illusions, +2 resistance bonus vs. poison, spells, and spell-like abilities
Speed 30 ft., fly 40 ft. (good)
Melee +1 flaming club +13/+8/+3 (1d4 plus 1d6 fire) or
adamantine dagger +13/+8/+3 (1d3-1/19-20)
Ranged +3 grayflame light crossbow +20/+15/+10 (1d6+4/19-20)
Special Attacks channel positive energy 10/day (DC 22, 8d6)
Domain Spell-Like Abilities (CL 15th; concentration +20)
At will—dimensional hop (150 feet/day)
Cleric Spells Prepared (CL 15th; concentration +20)
8th—demandD (DC 23), dimensional lock
7th—summon monster VII, greater teleportD
6th—brilliant inspirationD,APG (DC 21), heal, heroes’ feast
5th—breath of life (DC 20), life bubbleAPG (DC 20), overland flightD, spell resistance, true seeing
4th—dimension doorD, divine power (2), freedom of movement, greater magic weapon
3rd—flyD, magic vestment, reach shield other, wrathful mantleAPG (2, DC 18)
2nd—align weapon, blessing of courage and lifeAPG (DC 17), enthrallD (DC 17), spiritual weapon, status (DC 17)
1st—ant haulAPG (DC 16), dancing lanternAPG, detect undead (3), endure elements, floating diskD
0 (at will)—light, mending, purify food and drink (DC 15), stabilize
D Domain spell; Domains Nobility (LeadershipAPG subdomain), Travel (TradeAPG subdomain)
Str 8, Dex 16, Con 14, Int 12, Wis 20, Cha 20
Base Atk +11; CMB +10; CMD 24
Feats Extra Channel, Heighten Spell, Leadership, Minor Spell ExpertiseAPG, Point-Blank Shot, Precise Shot, Rapid Reload, Reach SpellAPG, Selective Channeling
Traits eyes and ears of the city, fast-talker
Skills Bluff +24 (+28 vs. Dwarves, +26 vs. Gnomes and Halflings, 22 vs. any who are not Dwarves, Gnomes, or Halflings), Diplomacy +23 (+27 vs. Dwarves, +25 vs. Gnomes and Halflings, 21 vs. any who are not Dwarves, Gnomes, or Halflings), Disguise +5 (+9 vs. Dwarves, +7 vs. Gnomes and Halflings, 3 vs. any who are not Dwarves, Gnomes, or Halflings), Fly +11, Intimidate +5 (+9 vs. Dwarves, +7 vs. Gnomes and Halflings, 3 vs. any who are not Dwarves, Gnomes, or Halflings), Perception +15 (+17 to notice unusual stonework), Profession (miller) +11, Sense Motive +25, Stealth +25 (+45 when immobile); Racial Modifiers +2 Perception, silver-tongued haggler, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Halfling, Undercommon
SQ dwarven hardiness, hero points, inspiring command
Combat Gear +1 monsterous humanoid-bane crossbow bolts (50), lesser reach metamagic rodAPG, potion of cure serious wounds (6), reach metamagic rodAPG, ring of invisibility; Other Gear +1 glamered mithral chainmail, +1 flaming club, +1 grayflame light crossbow, adamantine dagger, amulet of natural armor +4, belt of dwarvenkind, campfire beadAPG, construct channel brickAPG, handy haversack, headband of mental superiority +2, lantern of revealing, portable hole, ring of protection +2, 13,970 gp
Cleric Channel Positive Energy 8d6 (10/day, DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Leadership)
Cleric Domain (Trade)
Darkvision (60 feet) You can see in the dark (black and white only).
Dimensional Hop (30 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Dwarven Hardiness +2 resistance bonus to saves vs. poison, spells, and spell like effects.
Fly (40 feet, Good) You can fly!
Heighten Spell Increases spell level to effective level desired.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Inspiring Command (6 allies) (Su) Allies gain +2 Attack AC, CMD, skill checks
Leadership (score 20) You attract loyal companions and devoted followers.
Minor Spell Expertise (Cure Light Wounds, 2/day) (Sp) The selected spell becomes a spell-like ability, 2/day.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Practicality (Profession [miller]) +2 Bonus to saves vs. illusion spells and effects.
Precise Shot You don’t get -4 to hit when shooting or throwing into melee.
Rapid Reload (Light crossbow) You can reload fast with one type of Crossbow or Firearm.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Selective Channeling Exclude targets from the area of your Channel Energy.
Silver-Tongued Haggler (+7, 8/day) (Su) +7 Bluff, Diplomacy, or Sense Motive
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.