Init: +6. Senses: low-light vision; Perception +22. Ac: 24, touch 16, flat-footed 21 (+7 armor, +2 deflection, +2 Dex, +1 dodge, +1 natural, +1 size; +4 dodge vs. giants).
Hp: 129 (14d8+63).
Fortitude: +16. Reflex: +9. Will: +18; +2 vs. illusions. Immune: fire (120 points).
Speed: 15 ft.. Melee: mwk glaive +11/+6 (1d8–1/×3). Ranged: mwk light crossbow +14 (1d6/19–20). Special Attacks: channel positive energy 5/day (DC 19, 7d6), +1 on attack rolls against goblinoid and reptilian humanoids. Strength: 8. Dexterity: 14. Constitution: 18. Intelligence: 13. Wisdom: 22. Charisma: 10.
Base Attack: +10. Cmb: +8. Cmd: 23.
Feats: Combat Casting, Dodge, Extra Channel, Improved Channel, Improved Initiative, Selective Channeling, Turn Undead.
Skills: Craft (armor) +3, Craft (jewelry) +6, Diplomacy +9, Heal +15, Knowledge (arcana, history, nobility) +6, Knowledge (local) +3, Knowledge (religion) +10, Perception +22, Sense Motive +12, Spellcraft +8.
Languages: Common, Gnome, Sylvan. Special Qualities: aura, aura of protection (+2 deflection, energy resistance 10, 14 rounds/day), good fortune (2/day). Combat Gear: potions of invisibility (2), ring of the ram (10 charges). Other Gear: +1 light fortification breastplate, masterwork glaive, masterwork light crossbow with 20 bolts, amulet of natural armor +1, headband of inspired wisdom +4, ring of protection +2, platinum holy symbol (worth 500 gp), powdered diamond (worth 200 gp), 787 gp.
domain spell-like abilities: (CL 14th; concentration +20)
9/day-bit of luck, resistant touch
cleric spells prepared: (CL 14th; concentration +20)7th-destruction (DC 23), repulsion D (DC 23), summon monster VII
6th-antilife shell, antimagic fiel dD, banishment (DC 22), blade barrier (DC 22), greater dispel magic
5th-breath of life, greater command (DC 21), mark of justice, spell resistanceD, wall of stone
4th-air walk, death ward, freedom of movementD, neutralize poison, order's wrath (DC 20), repel vermin
3rd-bestow curse (DC 19), blindness/deafness (DC 19), glyph of warding (2), invisibility purge, protection from energy D (DC 19)
2nd-bear's endurance, delay poison (DC 18), hold person (2, DC 18), remove paralysis, shield otherD
1st-cause fear (2, DC 17), command (DC 17), divine favor, entropic shield, sanctuary (DC 17), true strikeD
0 (at will)-create water, detect poison, mending, read magic
D Domain spell; Domains Luck, Protection
Tactics
Before Combat The cleric casts air walk, bear's endurance, delay poison, freedom of movement, and protection from energy (fire).
During Combat The cleric prefers to paralyze, repel, or disable opponents with greater command and barrier spells, but reacts aggressively if his opponents won't surrender or agree to a truce.
Base Statistics Without bear's endurance, the cleric's statistics are
hp 101
Fort +14
Con 14.
The sacred guardian serves the goddess of beauty and love. He protects a holy site, preferring to deflect and warn rather than harm or destroy.
Pindle Finberry
An aficionado of art, music, and sculpture, Pindle would be content spending his days creating beautiful things for people to wear and use. He knows there is ugliness in the world that would destroy all beauty, so he has sworn to be a shield against these defilers. In his heart, he wants peace and serenity, and hopes that his words and deeds can turn away the forces of destruction. While many might see him as an idealistic hero, the truth is that Pindle values art more than people, and will happily steal or overlook suffering if it's necessary to preserve great art.
Combat Encounters
Pindle is a capable guardian and might agree to guard a place or thing as a favor for an allied church or devotee of beauty—even if this pits him against good-aligned PCs. If the PCs steal a valuable gem, art object, or magic item relevant to his interests (or if he has been led to believe this), he might track them down and insist that they return it, or even take it by force if necessary.
Roleplaying Suggestions
Pindle is knowledgeable about art, gems, famous armors, and similar topics. He'd gladly accompany most PCs to an exotic location of great beauty or in search of a lost art object.