Level 15
Now Chthonius is really a force to be reckoned with. He has access to some of the most potent divine magic available. By this level, most adventurers tend to be embarking on quests that affect the fate of thousands, but what's Chthonius doing? Still pottering about in the dungeon? Seems vaguely ridiculous, I know, but work with me on this one. Please?
Brother Chthonius, male human Clr15: CR 15; Medium Humanoid (Human); HD 15d8; hp 71; Init -1 (Dex); Spd 15 ft. (armour, medium load); AC 26 (-1 Dex, +11 armour, +5 shield, +1 deflection), touch 10, flat-footed 26; Base Atk +11; Grp +12; Atk +15 melee (1d8+3, +2 heavy mace) or +11 ranged (1d4+1, +1 sling); Full Atk +15/+10/+5 melee (1d8+3, +2 heavy mace) or +11/+6/+1 ranged (1d4+1, +1 sling); Space/Reach 5 ft./5 ft.; SA Turn undead; SQ Aura, cast divination spells at +1 caster level, good fortune 1/day, spontaneous casting; AL N; SV Fort +11, Ref +8, Will +17; Str 13, Dex 8, Con 10, Int 14, Wis 22, Cha 12.
Languages: Celestial, Common, Goblin.
Skills and Feats: Concentration +18, Heal +24, Knowledge (arcana, architecture and engineering, dungeoneering, geography, nature, religion, the planes) +7, Knowledge (local) +3, Search +2 (+4 secret doors), Spellcraft +22, Survival +6 (+8 underground, +8 to avoid hazards, +8 aboveground, +8 on other planes); Combat Casting, Craft Magic Arms and Armour, Craft Wondrous Item, Extra Turning, Lightning Reflexes, Scribe Scroll, Weapon Focus (heavy mace).
Cleric Spells Prepared (6/8/8/7/6/6, base DC = 16 + spell level): 0-create water, detect magic, guidance, light, mending, read magic; 1st-cause fear, comprehend languages, detect secret doors*, detect undead, divine favour, hide from undead, sanctuary, shield of faith; 2nd-aid, augury, detect thoughts*, find traps, make whole, owl's wisdom, silence, spiritual weapon; 3rd-create food and water, dispel magic, glyph of warding, meld into stone, protection from energy*, stone shape, wind wall; 4th-death ward, divination*, divine power, giant vermin, greater magic weapon, tongues; 5th-break enchantment*, flame strike, scrying, spell resistance, summon monster V, wall of stone; 6th-animate objects, blade barrier, heroes' feast, mislead*, word of recall; 7th-ethereal jaunt, spell turning*, summon monster VII; 8th-discern location*, summon monster VIII.
* Domain spell. Domains: Knowledge, Luck.
Possessions: +2 heavy mace, +1 sling, 20 alchemical silver sling bullets, +3 full plate, +3 heavy wooden shield, ring of protection +1, cloak of resistance +2, periapt of Wisdom +4, wand of cure serious wounds [25 charges], wand of searing light [6th-level caster, 25 charges], scroll of mass cure critical wounds [15th-level caster], scroll of meld into stone [15th-level caster], scroll of stone shape [15th-level caster], scroll of summon monster VIII [15th-level caster], 2 scrolls of wall of stone [15th-level caster], silver holy symbol (25 gp), explorer?s outfit, backpack [cleric?s vestments, 50 ft. silk rope, 2 weeks? trail rations, waterskin], 2 healer?s kits, 2 flasks of holy water, 65 gp.
More synergies again! By now he's dipped a toe into most of the Knowledge skills, making him a minor sage in his own right, or at the very least just the sort of NPC you want to captain your pub quiz team. Chthonius has picked up some more item creation feats this time: Craft Magic Arms and Armour, since he's always going to have a magic heavy mace, full plate and shield. He also has Craft Wondrous Items since stat-boosting items are pretty much an essential part of the design. These two feats should ensure that Brother Chthonius has a bit more cash to play with.
Brother Chthonius has a real mixed bag of spells by now: giant vermin, animate objects and the summon monster spells allow him to bump up a dungeon's population at very short notice. Wall of stone and blade barrier help Chthonius shore up a dungeon's defences, while heroes' feast provides a handy way of buffing up his current set of allies. Ethereal jaunt, word of recall and discern location fall into a rather more abstract category that involves intelligence gathering and logistics. Spells like this help Chthonius to keep an eye on the rest of the dungeon and deploy his resources where they're most needed. By this level, Chthonius doesn't just maintain dungeons: he controls them, shaping them to his specifications. He's probably attracted the attention of his deities or their proxies, and can expect champions to turn up at his door, expecting to test their mettle.
Some of them might even last more than five minutes.
