Temple (Priest)
Defense
AC: 26, touch 11, flat-footed 25 (+11 armor, +1 Dex, +4 shield)
HP: 70 (9d8+30)
Fort: +9 Ref: +5 Will: +11
Offense
Speed: 20 ft.
Melee: +1 merciful morningstar +9/+4 (1d8+3 plus 1d6 nonlethal) or dagger +8/+3 (1d4+2/19–20)
Ranged: mwk light crossbow +8 (1d8/19–20) or dagger +7 (1d4+2/19–20)
Special Attacks: channel positive energy 5/day (DC 14, 5d6), staff of order (4 rounds, 1/day)
Spell-Like Abilities: (CL 9th, concentration +13) 7/day—rebuke death, touch of law
Spells Prepared: (CL 9th, concentration +13) 5th—breath of lifeD, righteous might 4th—air walk, freedom of movement, order’s wrathD (DC 18), spell immunity 3rd—daylight, dispel magic, magic circle against chaosD, prayer, searing light 2nd—aid, bull’s strength, cure moderate woundsD, delay poison, spiritual weapon, status 1st—bless, detect chaos, divine favor (2), protection from chaosD, shield of faith 0 (at will)—create water, detect magic, detect poison, stabilize D domain spell, Domains Healing, Law
Statistics
Str: 14 Dex: 12 Con: 14 Int: 8 Wis: 18 Cha: 10
Base Atk: +6 CMB: +8 CMD: 19
Feats: Armor Proficiency (heavy), Craft Magic Arms and Armor, Extra Channel, Shield Focus, Toughness, Vital Strike
Skills: Diplomacy +5, Heal +10, Knowledge (religion) +10, Perception +8, Sense Motive +8, Spellcraft +11
SQ: healer’s blessing
Languages: Common
Gear: +2 full plate, +2 heavy wooden shield, +1 merciful morningstar, masterwork light crossbow with 10 bolts, dagger, cloak of resistance +1, healer’s kit
Description
Human cleric 9
Boon A priest can accompany PCs or send a patrol of four temple guards to assist them for up to 3 days. She can also craft magical arms and armor at a 10% discount.
A priest is a leader within his church, spreading the faith by any means necessary, even through conversion at swordpoint when argument fails. A priest can be a crusader, warpriest, or divine champion. A priest might be advisor to a noble (CR 10), or travel with a retinue of a dozen temple guards (CR 10).
Source: GameMastery Guide, p. 305
