Female sylph cleric of Gozreh 15
CN medium outsider (native)
Senses low-light vision; Perception +9
AC 25, flat-footed 23, touch 14 (+8 armor, +2 deflection, +2 Dex, +3 natural)
hp 87 (15d8)
Fort +11, Ref +10, Will +18
Resist electricity 20
Speed 30 ft.
Melee spear of manhunting +11/+6/+1 (1d8+1/x2)
Ranged ray +13
Special Attacks channel positive energy 8/day (DC 22, 8d6)
Domain Spell-Like Abilities (CL 15th; concentration +21)
10/day — lightning arc (1d6+7 electricity)
At will — speak with animals (18 rounds/day)
Cleric Spells Prepared (CL 15th, concentration +21)
8th — fire storm (DC 25), whirlwindD (DC 25)
7th — destruction (150/10d6; 2; DC 24), elemental body IVD, mass cure serious wounds
6th — blade barrier (15d6; DC 23), chain lightningD (15d6; DC 23), greater dispel magic (2), heal (150)
5th — beast shape IIID, breath of life (2), flame strike (2; DC 22), righteous might
4th — air walkD, death ward, dismissal (DC 21), divine power, freedom of movement
3rd — blindness/deafness (DC 20), dispel magic, gaseous formD, invisibility purge, protection from energy (120 points), searing light
2nd — aid, align weapon, bear's endurance, bull's strength (2), hold person (DC 19), wind wallD
1st — bless, divine favor, endure elements, obscuring mistD, protection from evil, remove sickness, shield of faith
Orisons (at will) — create water, detect magic, mending, stabilize
D Domain spell; Domains Air, Animal
Str 10, Dex 14, Con 10, Int 14, Wis 24 (20), Cha 20 (16)
Base Atk +11; CMB +11; CMD 23
Feats Boon Companion, Evolved Companion (climb, improved natural armor, pounce), Greater Spell Penetration, Selective Channeling, Spell Penetration
Skills Acrobatics +4 , Diplomacy +22 , Fly +4 , Handle Animal +16 , Heal +11 , Knowledge (arcana) +10 , Knowledge (nature) +12 , Knowledge (planes) +15 , Knowledge (religion) +15 , Linguistics +3 , Perception +9, Ride +3, Sense Motive +15 , Spellcraft +20 , Stealth +3, Survival +10 , Swim +3; ACP −3
Traits Beast Bond, Reactionary
Languages Auran, Common, Draconic, Iobarian, Skald
SQ animal companion
On person spear of manhunting, mwk shortspear, dagger, icelink chainmail, hyperboreal robe, headband of mental prowess +4 Wis and Cha, ring of protection +1, amulet of natural armor +2, boots of the winterlands, windwave kilt, scroll of resist energy (cold), very expensive holy symbol of Gorum, 24,158 gp
Featherscale Cloak This heavy linen cloak has a fish-scale pattern that darkens toward the bottom and white feathers on the shoulders. Once per day, the wearer can use beast shape I, but only to transform into a bird or fish. In addition, the wearer can use hide from animals (affecting only the wearer) once per day. The wearer gains a +5 competence bonus on Swim checks. Once per day, the wearer can use feather fall. All CLs are 5th.
Hyperboreal Robe This beautiful robe is fashioned from fine blue silk embroidered with silver thread, and trimmed with owl feathers and tiny shards of crystal. The robe grants its wearer a +2 resistance bonus on all saving throws. In addition, the flesh of the robe’s wearer becomes searing cold to the touch. Anyone who strikes the wearer with an unarmed strike, a touch attack, or a natural weapon takes 1d6 points of cold damage. The wearer can activate or deactivate this ability as a free action.
Icelink Chainmail If grappled, the wearer can command the armor to release an icy blast against the grappler. The armor then glows with a pale blue radiance, deals 4d6 points of cold damage to the target, and causes the target to be staggered for 1 round. Once the armor discharges, this ability can’t be used until the armor recharges 1 hour later.
Spear of Manhunting A 2-foot-long blade extends from the heavy crossbar of this +1 boar spearUE. Designed to catch and hold humanoid prey, a spear of manhunting automatically resizes to match the size of its wielder when grasped. Once per day on a successful critical hit, the wielder of a spear of manhunting can cast hold person as an immediate action on the target hit by the attack (Will DC 13 negates). The hold person effect immediately ends if the spear is dropped or withdrawn, such as by making additional attacks with the weapon.
Windwave Kilt The wearer gains a +3 competence bonus on Swim checks. When not worn, a windwave kilt ﬂoats on water like a dry log, automatically buoying upward any creature that weighs 100 pounds or less and aiding in ﬂotation for heavier creatures. If Gozreh is the wearer’s patron, once per day the wearer can use gaseous form (CL 5th). In this form, the wearer does not need to breathe and can enter water or other liquid, appearing as a mass of fine bubbles and gaining the ability to swim at a speed of 10 feet. The wearer can also drink salt water as if it were fresh water.
Bear animal companion 15
N Medium animal
Senses low-light vision, scent; Perception +9
AC 37, flat-footed 31, touch 16 (+8 armor, +5 Dex, +1 dodge, +13 natural)
hp 90 (12d8+34)
Fort +10, Ref +12, Will +8; improved evasion, +4 vs. enchantment spells and effects
Speed 40 ft., climb 20 ft.
Melee bite +18 (1d6+8+1d6 fire), 2 claws +18 (1d6+8+1d6 fire)
or Power Attack, bull's strength: +17 (1d6+16+1d6 fire) + righteous might +19 (1d8+18+1d6 fire)
Special Attacks pounce
Str 25, Dex 21 (17), Con 15, Int 3, Wis 16 (12), Cha 6
Base Atk +9; CMB +16; CMD 30 (33 vs. trip)
Feats Dodge, Improved Natural Attack (claw), Light Armor Proficiency, Toughness, Weapon Focus (bite), Weapon Focus (claw)
Skills Acrobatics +11 , Climb +9 , Perception +9 , Survival +7 ; ACP −2
SQ devotion, link, share spells, tricks (aid, attack × 2, come, defend, down, fetch, flank, guard, seek, track, work)
Gear +4 chain shirt barding, flaming amulet of mighty fists +1, belt of dexterity +2, headband of wisdom +4, cloak of resistance +2