Init: +2. Senses: darkvision 60 ft.; Perception +2. Ac: 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield).
Hp: 25 (3 HD; 2d8+1d10+6).
Fortitude: +7. Reflex: +2. Will: +5.
Speed: 30 ft.. Melee: bastard sword +4 (1d10+2/19-20). Ranged: light crossbow +4 (1d8/19-20). Special Attacks: channel negative energy 3/day (DC 13, 1d6). Strength: 14. Dexterity: 14. Constitution: 15. Intelligence: 8. Wisdom: 15. Charisma: 10.
Base Attack: +2. Cmb: +4. Cmd: 16.
Feats: Combat Casting, Improved Channel, Power Attack.
Skills: Craft (alchemy) +3, Heal +10, Spellcraft +3, Stealth +5.
Languages: Common, Goblin. Combat Gear: potion of cure moderate wounds, scrolls of cause fear (3), wand of cure light wounds (35 charges), alchemist's fire (4), tanglefoot bags (2). Other Gear: mwk studded leather, buckler, bastard sword, light crossbow with 20 bolts, healer's kit, silver unholy symbol, spell component pouch, 228 gp.
domain spell-like abilities: (CL 2nd; concentration +4)
5/day-battle rage (+1), strength surge (+1)
cleric spells prepared: (CL 2nd; concentration +4)1st-cure light wounds, magic weapon D, sanctuary (DC 13), shield of faith
0 (at will)-guidance, light, stabilize, virtue
D domain spell; Domains Strength, War
Zealots generally use their magic to aid their allies and provide healing, knowing that keeping their tougher allies in good health makes for a stronger army.