About Wülfwindt
Wülfwindt CR 5
XP 1,600
Half-elf cleric of Calledrym 6
LN Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +4
Aura gale aura
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Defense
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AC 27, touch 16, flat-footed 23 (+9 armor, +2 deflection, +3 Dex, +1 dodge, +2 natural)
hp 60 (6d8+12)
Fort +7, Ref +6, Will +8; +2 vs. enchantments
Immune sleep
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Offense
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Speed 40 ft.
Melee +1 holy bardiche +9 (1d10+7/19-20 plus 2d6 vs. evil)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 holy bardiche)
Special Attacks channel positive energy 5/day (DC 15, 3d6)
Spell-Like Abilities (CL 6th; concentration +8)
. . 1/day—dancing lights, darkness, faerie fire
Domain Spell-Like Abilities (CL 6th; concentration +8)
. . 5/day—storm burst (1d6+3 nonlethal)
Cleric Spells Prepared (CL 6th; concentration +8)
. . 3rd—blindness/deafness (DC 15), call lightning[D] (DC 15), stone shape
. . 2nd—bull's strength, fog cloud[D], inheritor's smite (2), communal protection from evil[UC]
. . 1st—bless, magic weapon, obscuring mist[D], shield of faith, touch of blindness (DC 13)
. . 0 (at will)—create water, guidance, resistance, stabilize
. . D Domain spell; Domains Weather (Storms[APG] subdomain), Travel
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Statistics
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Str 18, Dex 16, Con 12, Int 10, Wis 14, Cha 14
Base Atk +4; CMB +8; CMD 24
Feats Armor Focus, Combat Reflexes, Combat Stamina, Dodge, Power Attack, Selective Channeling
Skills Acrobatics +2 (+6 to jump), Diplomacy +7, Knowledge (history) +9, Knowledge (nobility) +9, Knowledge (planes) +6, Knowledge (religion) +6, Perception +4, Sense Motive +7, Spellcraft +5; Racial Modifiers +2 Perception
Languages Common, Elven
SQ agile feet (5/day), armor focus, combat reflexes, dodge, elf blood, power attack
Other Gear +2 mithral agile breastplate[APG], +1 holy bardiche[APG]
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Special Abilities
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Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Armor Focus [Combat Trick] Use 2 Stamina, increase bonus to +2 for 1 rd.
Cleric Channel Positive Energy 3d6 (5/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Storms)
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Reflexes [Combat Trick] 5 stamina points to make a second attack of opportunity at -5 for the same provoking action after missing.
Dodge [Combat Trick] Up to double Dex bonus in stamina points, increase dodge bonus from Dodge by stamina spent.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Gale Aura (6 rounds/day) (Su) 30'r aura does not allow 5' steps and slows enemies advancing towards you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Selective Channeling Exclude targets from the area of your Channel Energy.
Storm Burst 1d6+3 nonlethal (5/day) (Sp) As a standard action, ranged touch attack deals 1d6+3 nonlethal dam to foe in 30 ft. & inflicts a -2 to att for 1 rd.