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Company Cleric

Human Rogue 1/Cleric 7
Medium Humanoid (Human)
Init +2; Senses Listen +7, Decipher Script +4
Languages Common, Thieves' Cant

AC 18, touch 13, flatfooted 15
hp 40 (8 HD)
Fort +5, Ref +8, Will +8
Speed 30'
Melee +1 rapier +9 (1d6+3/18-20 x2)
Ranged Light Crossbow +8 (1d8/19-20 x2, Range 80')
Base Atk +6; Grp +8
Atk Options Rapid Reload
Combat gear 10 +1 bolts, 4 silver bolts, 4 cold iron bolts, 4 adamantine bolts, 10 regular bolts, potion of cure serious wounds, potion of fly, cure light wounds, barkskin, spider climb and invisibility
Spells known Domains: Destruction, Protection
Spells prepared 4th--(DC17) Restoration, Inflict Critical Wounds* 3rd--(DC16) Dispel Magic, Speak with Dead, Protection from Energy* 2nd--(DC15) Hold Person, Sonic Burst, Find Traps, Zone of Truth, Shatter* 1st--(DC14) Entropic Shield, Shield of Faith, Comprehend Languages, Bless, Doom, Sanctuary* 0--(DC13) Create Water, Light, Purify Food and Drink, Guidance, Detect Magic, Detect Poison

Abilities Str 14, Dex 14, Con 10, Int 12, Wis 15, Cha10
Feats Brew Potion, Extend Spell, Rapid Reload, Skill Focus-Concentration
Skills Concentration +13, Decipher Script +4, Disable Device +6, Heal +4, Hide +6, Intimidate +4, Knowledge Engineering +7, Listen +7, Move Silently +6, Open Lock +6, Profession-Siege Engineer +4, Search +5, Sense Motive +7, Spellcraft +9, Tumble +6
Possessions combat gear plus Light war horse with basic military kit

CR 8

Encounter Treasure

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Race keywords: Human
Class keywords: Cleric, Rogue
Sourcebooks: Player's Handbook

— Contributed by Guild Lieutenant Guildmaster

 

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