HP 43/43 AC 21 TAC 11 FF 20 | CMD 17 (21 overrun/trip) | F +8 R +3 W +8 (+2 vs poisons, spells, spell-likes and death effects) | (Fv: 5/5 Bl: 5/5 SW: 4/4 L1: 4/4+ L2: 2/2)
Relevant boons
- Temple vanity (4 PP) #7: You are an active member of your local temple or place of worship. You can use Heal to make Day Job rolls. Once per game session, if you have access to an operating temple of your faith, you can have a cleric cast either cure moderate wounds or lesser restoration on yourself or one of your allies, free of charge. You must visit the temple to receive this attention.
- Elemental Ancestry (Earth) #1: You may play an Oread character.
- Paragon of the Society #1 [1/3] (#6, #17, #): You may add a +4 luck bonus on any d20 roll before it is made, or a +2 after making the roll but before knowing if it is successful. Cross this boon after the third use.
- Gift of the Ghaele #2: Suliana the Luminescent, an azata whom you rescued, owes you a debt and has granted you a fraction of her power. You may use one of the next spell-like abilities using your character level as caster level and cross the boon afterwards: aid, detect thoughts, lesser restoration, see invisibility, continual flame, dispel magic, lesser globe of invulnerability, restoration
- Friend of the Family #9: +1 Diplomacy and K. nobility within Absalom. Can marry or be adopted within the Blakros family buying for 20 PP the vanity Blakros Family Member.
- Azlanti Historian #13 [ ]: You rescued Juliet Dias and her team from a xacarba’s influence, and prevented the xacarba from unleashing itself on the Mwangi expanse. To thank you, Juliet Dias shares Azlanti history and language: +1 Knowledge (history) related to Azlant, +2 Linguistics with Azlanti. Check the box to gain a +2 bonus to any history roll before rolling.
- Map of the Silken Way #17: +2 circumstance bonus on Survival when in the Zho Mountains.
Faction Journal Cards
#6, #7 Defeat an evil outsider or undead of CR at least equal to your level
#8 GM the Scenario
Obtained through current adventure
oil of bless weapon
A stout dwarf of large shiny eyes, like purple gems, steps to the front. His skin is tanned and bright, like the mountains themselves. He wears a full plate engraved with dwarven runes, while one of the largest hammers you have ever seen hangs from his back. The weapon reflects the light as it is made of well polished silver. A necklace with a golden key swings over his breast when he steps forward "My name is Arbiscar" his void is calm and clean of any remorse.
ARBISCAR
Male Dwarf Warpriest 4
LN Medium humanoid (dwarf)
Init +1; Senses Darkvision (60 ft.), Perception +7,
Aura Aura of Law
DEFENSE AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
hp 43 (3d8+12+4+4)
Fort +8 (3 Con, 4 class, 1 item), Ref +3 (1 Dex, 1 class, 1 item), Will +8 (3 Wis, 4 class, 1 item) [+2 vs. poison, spells, spell-like abilities, and death effects, and to recover from negative levels]
OFFENSE Speed 20 ft. (dwarf unmodified by encumbrance; Agile feet blessing)
Melee+1 silver earthbreaker +8 (2d6+5) 20/x3 bludgeoning, or
power attack +1 earthbreaker +7 (2d6+8)
Meleecold iron dagger +6 (1d4+3)
Rangedsling +4 (1d4+3)
Special Attacks Fervor (1d6, no DC, 4/day)
Power attack
[dice=+1 silver earthbreaker-PA]1d20+8-1[/dice]
[dice=Silver/Bludgeoning damage+PA]2d6+5+3[/dice]
STATISTICS Str 16, Dex 12, Con 16, Int 14, Wis 16, Cha 5
Ability increases: +2 Con/+2 Wis racial, -2 Cha racial, +1 Str (4th)
Base Atk +3 CMB +6 CMD 17 (21 vs. bull rush and trip)
Feats Weapon Focus (Earth breaker) B, Power attack, Fey foundling, Toughness B Traits Armor Expert (combat): You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Eyes and Ears of the City (religion; Abadar): Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Skills: (4x4=16; ACP -4) Acrobatics +0 (1 Dex, 3 rank, -4 armor), Climb +3 (3 Str, 1 rank, 3 class, -4 armor), Diplomacy +4 (-3 Cha, 4 rank, 3 class), Handle animal -3 (-3 Wis, class), Heal +7 (3 Wis, 1 rank, 3 class), Intimidate -3 (-3 Cha, class), K. engineering +6 (2 Int, 1 rank, 3 class), K. dwarven history +4 (2 Int, 2 racial; +1 Azlanti), K. religion +7 (2 Int, 2 rank, 3 class), Linguistics +3 (2 Int, 1 rank; +2 Azlanti), Perception +7 (3 Wis, 1 rank, 3 class), Ride -3 (1 Dex, class, -4 armor), Sense Motive +7 (3 Wis, 1 rank, 3 class), Stealth -3 (1 Dex, -4 armor), Spellcraft +6 (2 Int, 1 rank, 3 class), Survival +3 (class), Swim -1 (3 Str; -4 armor)
Languages Common, Dwarven, Celestial, Terran, Azlanti
Deity: Abadar (Nobility and Travel blessings)
Favoured class (warpriest): hp, hp, hp, hp
SPECIAL ABILITIES Darkvision (Ex): Dwarves can see in the dark up to 60 feet.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Lorekeeper:: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Sky Sentinel: As creatures with a deep affinity for the ground, dwarves are wary of attacks from above. Enemies on higher ground gain no attack roll bonus against dwarves with this racial trait, and they gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. This racial trait replaces defensive training, hatred, and stonecunning.
Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Shadowhunter (Ex) Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Dwarves, elves, gnomes, half-orcs, and halflings can take this trait in place of weapon familiarity.
Weapon and Armor Proficiencies: A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields).
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Aura of Law (Ex) You project a faint lawful aura.
Blessings (Su): Travel and Nobility (4/day; DC 14). A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.
Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity's favored weapon).
Sacred Weapon (Su): At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat. The damage of the sacred weapon increases by level (1d6). At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level) (+1). The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. If he is lawful, he can add axiomatic and merciful. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.
Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn't an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with "cure" in its name.
Chaotic Spells: A warpriest cannot cast spells of an alignment opposed to his own or his deity's (if he has a deity).
Fervor (Su): At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier (5/day). By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels (1d6) he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it's a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.
Bonus Feats: At 3rd level and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those categorized as combat feats. The warpriest must meet the prerequisites for these feats, but he treats his warpriest level as his base attack bonus (in addition to base attack bonuses gained from other classes and racial Hit Dice) for the purpose of qualifying for these feats. Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level.
Channel energy (Su): Using this ability is a standard action that expends two uses of the warpriest's fervor and doesn't provoke an attack of opportunity. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. A creature that takes damage from channeled energy can attempt a Will saving throw to halve the damage. The save DC is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.
BLESSINGS Agile Feet (Travel minor): At 1st level, as a swift action you gain increased mobility. For 1 round, you ignore all difficult terrain (including magical terrain) and take no penalties for moving through it.
Inspiring Word (Nobility minor): At 1st level, you can speak a few words to a creature within 30 feet that fill them with inspiration. You can grant that creature a +2 morale bonus on attack rolls, ability checks, skill checks, or saving throws (your choice). This effect lasts for 1 minute.