Old Hobb

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Halfling Cleric 6
CN Small humanoid (halfling)
Init 1; Senses Perception +5

DEFENSE
AC 19, touch 12, flat-footed 18 (7 armor, 1 Dex, +1 size)
hp 54 (6d824)
Fort 8, Ref +4, Will +9; +2 vs. fear

OFFENSE

Speed 15 ft.
Melee +1 heavy mace +6 (1d61)
Ranged light crossbow +7 (1d6/19–20)
Special Attacks channel positive energy 7/day (DC 15, 3d6)
Domain Spell-Like Abilities (CL 6th; concentration +9)
6/day—dazing touch, touch of chaos
Cleric Spells Prepared (CL 6th; concentration +9)
3rd—locate object, searing light, suggestionD, summon monster III
2nd—aid, calm emotionsD (DC 15), eagle’s splendor, sound burst (DC 15), zone of truth (DC 15)
1st—bless water, charm personD (DC 14), comprehend languages, detect undead, hide from undead
0th (at will)—detect magic, detect poison, guidance, virtue
D Domain spell; Domains Chaos, Charm

TACTICS

During Combat The cleric tries to persuade living, intelligent opponents to stop fighting and discuss a peaceful solution over a drink, using calm emotions, charm person, or suggestion if necessary. When fighting undead, he casts eagle’s splendor to improve his channel energy ability, and uses his potion and scroll if the battle goes poorly.

STATISTICS

Str 11, Dex 12, Con 14, Int 8, Wis 16, Cha 14
Base Atk +4; CMB +3; CMD 14
Feats Extra Channel, Toughness, Turn Undead
Skills Acrobatics +0, Climb –1, Diplomacy +8, Heal +9, Perception +5
Languages Common, Halfling
SQ aura
Combat Gear potion of haste, scroll of bull’s strength; Other Gear +1 breastplate, +1 heavy mace, light crossbow with masterwork bolts (20), silver holy symbol, 393 gp

Old Hobb

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