Every morning, Lady Andaisin casts extended status on a cultist of Urgathoa in one area, Rolth, and Dr.Davaulus. As soon as she realizes the temple is invaded (likely because the alarm is raised or because one of the creatures she’s cast status on is wounded), she casts air walk, greater magic weapon, and magic vestment (I:5) on herself and drinks her potion of barkskin. When she hears the sounds of combat, she casts aid and extended shield of faith on herself as well. If enemies do not arrive within 4 minutes, she makes a quick patrol of every room in the temple to seek them out (or to determine whether the intruders have been defeated).
Andaisin’s first act in combat is to cast divine power (I:5) on herself to gain a a bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks (along with 5 temporary hit points per location, these have not been included in her statistics). After that, she uses air walk to climb to a point 10 feet off the ground, then spends the following few rounds of combat casting spells at the PCs. She generally starts with greater command, ordering her enemies to fall prone before her, then follows that by casting blindness/deafness on an obvious cleric, dispel magic on a PC who has obvious spell effects, or spiritual weapon on a wizard or other frail looking PC. She then casts slay living, holds the charge, and drops down into melee with the PCs. If brought to fewer than 0 hit points, she retreats back into the air, casting obscuring mist on the ground below to make it difficult for non-flying creatures to target her. She spends the next few turns healing herself before returning to battle.
Lady Andaisin fights to the death.
Combat Gear potions of barkskin +4 (2); Other Gear +2 breastplate, +2 vicious scythe, belt of mighty constitution +2, cloak of resistance +2, headband of inspired wisdom +2, onyx unholy symbol of Urgathoa worth 200 gp, 27 gp, 3 sp, 3 cp
When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 1d6+1 points of damage to the opponent and 1d4+1 points of damage to the wielder. The wielder can chose where the damage is applied and can be split over several locations effectivily causing 1 HP damage to each.
channels negative energy: (intensity 3:1d6, 3 times per day)
Causes the damage indicated to all locations.It cannot cause any effects for serious or major injuries besides stunning the target, but can reduce the dying time of a victim from a target from minutes to rounds or rounds to turns. It can be chosen to damage the living OR heal the undead.
Weapon Master: As a free action, you gain the use of one combat style for a number of rounds per day equal to your cleric rank +3 (6) . These rounds do not need to be consecutive and you can change the style chosen each time you use this ability. You must meet the prerequisites to use the style.
You can touch a creature as a free action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your rank.
6/day—bleeding touch (1 round)
As a touch attack, you can cause a living creature to take 1 level of bleeding damage per round. This effect persists for a number of rounds equal to 1/2 your cleric rank (minimum 1) or until stopped with a hard first aid or Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your rank.
Cleric Spells Prepared
3rd—greater command, greater contagion, slay living, air walk, cure critical wounds (2), divine power, greater magic weapon
2nd—blindness/deafness, contagion, dispel magic, magic vestment, extended status, aid, cure moderate wounds (3), extended shield of faith, spiritual weapon
1st—cause fear, cure light wounds (3), obscuring mist, sanctuary
0 (at will)—bleed, guidance, light, stabilize