If no one's hurt, Sarzuket will most likely try to help dispatching a lone target that's not in melee using his Lightning Arc or Icicle abilities, or try to gain the proper angle to reduce cover penalties in order to do it.
[dice=Lightning Arc or Icicle, Ranged Touch, PBS]1d20+6+1[/dice] for [dice]1d6+3[/dice] electricity or cold dmg, respectively.
If some people are hurt, he'll no doubt channel on the group, without benefitting the bad guys, thanks to his Selective Channeling feat.
[dice=Channel Energy to Heal]2d6[/dice]
Sarzuket Thicketbotter
Male Gnome Cleric 4 (Gozreh)
N small humanoid
Init +2 Senses Low-Light Vision Perception +5
DEFENSE AC 17, touch 13, flat-footed 15
hp 35
Fort 7 Reflex 3 Will 8
OFFENSE Speed 15 ft
Melee
Trident (Small) +1 (1d6-3 x2)
Ranged, Point-Blank Shot
Crossbow, light (Small) +7 (1d6+1 19-20/x2)
or Trident (Small) +7 (1d6-2 x2)
or Ranged Touch +7 (1d6+3 x2; electricity or cold dmg)
Space 5 Reach 5
STATISTICS STR 5 DEX 14 CON 16 INT 12 WIS 18 CHA 16
BAB 3 CMB -1 CMD 11
Traits Devotee of the Green, Focused Mind
Feats Selective Channeling, Point-Blank Shot
Skills Acrobatics 1, Appraise 1, Bluff 3, Climb -4, Diplomacy 10, Knowledge (arc5, nat6, pla5, rel5), Perception 6, Profession (Sailor) 13, Sense Motive 9, Spellcraft 6, Stealth 5, Survival 4
Racial Defensive Training (+4 dodge bonus to AC against monsters of the giant subtype), Illusion Resistance (+2 racial saving throw bonus against illusion spells and effects), Keen Senses (+2 racial bonus on Perception checks), Obsessive (+2 racial bonus on a Craft or Profession skill of their choice), Gnome Magic (+1 to the DC of any saving throws against illusion spells that they cast and spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals), Hatred (+1 bonus on attack rolls against humanoid with reptilian and goblinoid subtypes).
Languages Gnome, Sylvan, Common, Goblin
Gear studded leather armor, darkwood light shield, headband of inspired wisdom +2, Crossbow - light (Small), Trident (Small), Bolts - crossbow (10), Backpack, Ink (1oz vial), Charcoal (4), Chalk - 1 piece (4), Cheese - hunk of, Cleric's vestments, Fishhook, Holy Symbol - Wooden (2), Inkpen, Parchment (sheet) (10)
Channel Energy (Su): You can release a wave of positive energy which either heals 2d6 of damage to living creatures or damages undead creatures (Will Save DC 15) You can use this abilty 6 times a day.
Domains Air, Water
• Domain Powers: You gain the following domain powers:
• Lightning Arc (Core 41): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack dealing 1d6+2 points of electricity damage 7 times a day.
• Icicle (Core 48): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack dealing 1d6+2 points of damage You can use this ability 7 times a day.