CN Medium Humanoid (Human)
Init +1 (+1 Dex)
Defense
AC 23 [+1 when adjacent to a single foe] (10 +10 Armor +1 Natural Armor +1 Deflection +1 Dex);
Touch 12 (10 +1 Deflection +1 Dex); Flat-Footed 21 (10 +10 Armor +1 Natural Armor)
HP 59 (38 +7x2Con +7 Toughness +0x1HP Favored Class Bonus)
Fort Save +7 (+4 Class +1 Resistance +2 Con); Ref Save +3 (+1 Class +1 Resistance +1 Dex); Will Save
+11 (+6 Class +1 Resistance +4 Wis)
Offense
Speed: Medium (30 ft) -10 ft for Medium armor
Melee: +1 Adamantine Scythe (Trip weapon)
Damage: 2d4 +9 [+6 PA]
Attack roll: +10 [-0 PA] (+4 Base Atk +4 Str +1 Enhancement +1 Weapon Focus)
Crit: x4
Ranged: +1 Adamantine Scythe (Trip weapon)
Damage: 2d4 +7
Attack roll: +10 (+4 Base Atk +4 Wis +1 Enhancement +1 Weapon Focus)
Crit & Range: x4; 30 feet
Statistics
Str 18 (15 +2 Race +1 Lv4), Dex 12, Con 14, Int 10, Wis 18 (16 +2 Race), Cha 7
Base Atk +4; CMB 8 (+4 Base Atk +4 Str); CMD 19 (10 +4 Base Atk +4 Str +1 Dex)
Feats:
Aura (Class)
Blessings [Minor] (Class)
Bonus Feats (Class)
Channel Energy (Class)
Channel Smite
Extra Channel
Fervor [2d6] (Class)
Focus Weapon (Class)
Furious Focus
Improved Channel
Mystery (Class)
Oracle’s Curse (Class)
Orisons (Class)
Power Attack
Revelation (Class)
Sacred Weapon +1 (Class)
Spontaneous Casting [Inflict] (Class)
Toughness
Weapon Focus [Scythe] (Class – Focus Weapon)
Weapon Specialization [Scythe]
Racial Traits:
Dual Talent
Traits:
Expert Duelist [+1 AC when adjacent to a single foe] (from Clair's time with the Taldor faction)
Sacred Conduit [+1 to save DC when channeling energy]
Skills (Untrained):
*4 Bluff -2 (-2 Cha)
*3/*4 Intimidate -2 (-2 Cha)
* Knowledge (Arcana) +0 (+0 Int)
* Linguistics +0 (+0 Int)
Perception +4 (+4 Wis)
Ride -2 (-3 Armor +1 Dex)
Stealth -2 (-3 Armor +1 Dex)
Skills (Trained):
Acrobatics +1 (3 -3 Armor +1 Dex)
Climb +5 (1 +3 Class -3 Armor +4 Str)
Craft (Carpentry) +4 (1 +3 Class +0 Int)
*2/*4/*5 Diplomacy +2 (1 +3 Class -2 Cha)
Heal +8 (1 +3 Class +4 Wis)
Knowledge (History) +4 (1 +3 Class +0 Int)
Knowledge (Nature) +4 (1 +3 Class +0 Int)
Knowledge (Planes) +4 (1 +3 Class +0 Int)
Knowledge (Religion) +4 (1 +3 Class +0 Int)
Profession (Part-time Gravekeeper) +8 (1 +3 Class +4 Wis)
Sense Motive +8 (1 +3 Class +4 Wis)
Spellcraft +4 (1 +3 Class +0 Int)
Survival +8 [+2 avoid becoming lost; Wayfinder] (1 +3 Class +4 Wis)
Swim +5 (1 +3 Class -3 Armor +4 Str)
* When in Ridleport, +2 bonus when consulting the Gurukaza before making the check. (Debt of
Cyphers)
*2 When in Ridleport, you gain a +2 bonus on Knowledge (Arcana) and Linguistics checks when you
consult Gurukaza before making the check. In addition, the Order's connection to some of
Riddleport's more powerful criminal elements also provides you a future benefit in the form of a +2
bonus on Diplomacy checks made in the city to gather information. (Debt of Cyphers)
*3 When in Ridleport, +2 bonus on Intimidate for defeating the pirate captain Alejia Netrav.
(Riddleport Respect)
*4 When dealing with any dwarf from the Five Kings Mountains, you gain a +2 circumstance bonus
on all Charisma-based checks. (Hero of the Five Kings)
*5 You gain a +2 bonus on Diplomacy checks when dealing with members of royalty or nobility. In
addition, you may reroll such a check once per day, making the second roll before you know the
results of the first roll and taking the result of the reroll even if it is worse. (Suishen’s Wisdom)
Languages: Common, Varisian
Equipment
Combat gear
+1 Adamantine Scythe (3018gp, 10lbs.)
Spell Component Pouch (5gp, 2lbs.)
Wand of CLW [29 charges] (2PP, -)
Wearing & otherwise equipped
Amulet of Natural Armor +1 (2000gp, -)
Cloak of Resistance +1 (1000gp, 1lb.)
Explorer's Outfit (10gp, 8lbs.)
+1 Mithral Full Plate (11,500gp, 25lbs.)
Ring of Protection +1 (2000gp, -)
Unholy Symbol, Silver [Necklace] (25gp, 1lb.)
Wayfinder (Free boon, 1lb.)
Masterwork Backpack (50gp, 4lbs.)
Acid [x5] (each 10gp, 1lb.)
Alchemist's Fire [x5] (each 20gp, 1lb.)
Bedroll (1sp, 5lbs.)
Chalk [x10] (each 1cp, -)
Flint and Steel (1gp, -)
Grappling Hook (1gp, 4lbs.)
Hot Weather Outfit (8gp, 4lbs.)
Rope, Silk (50ft.) (10gp, 5lbs.)
Trail Ration [x4] (each 5sp, 1lb.)
Encumbrance: 86lbs.; Light Load, (Light Load up to 116lbs., Medium up to 233lbs., Heavy up to
350lbs.)
Money: 273gp 8sp
Prestige points: 1/28
Class Info/Spells Warpriest
Favored class: Warpriest
Gain 1/6 of a new bonus combat feat. (Chosen 6 times.)
Favored class bonus: Warpriest (+0x1HP)
Spells level 0 (Orisons): Prepare 5 spells
Create Water; Detect Magic; Enhanced Diplomacy; Light; Read Magic
Spells level 1: Prepare 5 spells (4 +1 for Wis)
Inflict Light Wounds [x5]
Spells level 2: Prepare 4 spells (3 +1 for Wis)
Inflict Moderate Wounds [x4]
Death Blessing
From the Grave (minor): At 1st level, you can take on a corpse-like visage for 1 minute, making you
more intimidating and giving you undead-like protection from harm. You gain a +4 bonus on Disguise
checks to resemble an undead creature and on Intimidate checks, as well as a +2 profane bonus on
saving throws against disease, mind-affecting effects, paralysis, poison, and stun.
Magic Blessing
Hand of the Acolyte (minor): At 1st level, you can cause your melee weapon to fly from your grasp
and strike an opponent, then instantly return to you. You can make a single attack using a melee
weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except
that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (you still add
your Strength modifier to the damage roll as normal). This ability cannot be used to perform a
combat maneuver.
Sacred Weapon (Su) [Enhance 6 rounds per day]: 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; if he
has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with
his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage
for Medium warpriests is 1d6 (level 1-4), 1d8 (level 5-9), 1d10 (level 10-14), 2d6 (level 15-19), or 2d8
(level 20). The warpriest can decide to use the weapon’s base damage instead of the sacred weapon
damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds
the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any
other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that
only deal energy damage.
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). If the warpriest has more than one
sacred weapon, he can enhance another on the following round by using another swift action. 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. In addition, if the warpriest is chaotic, he can
add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add
ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other
alignment components), he can add spell storing and thundering. 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.
If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement
bonus and special abilities are determined the first time the ability is used each day, and cannot be
changed until the next day. These bonuses do not apply if another creature is wielding the weapon,
but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if
the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn
(that round does not count against the total duration, unless the ability is resumed during the same
round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the
weapon.
Fervor (Su) [7 times per day (6x0.5 Warpriest lv +4 Wis) +4 times, but for Channels only]: 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.
By expending one use of this ability, a warpriest who worships an evil deity can use this ability to deal
damage to living creatures with a melee touch attack and heal undead creatures with a touch. This
counts as negative energy. Using this ability is a standard action (unless the warpriest targets himself,
in which case it’s a swift action).
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.
Channel Energy (Su) [DC 20 Will (10 +6x0.5 Warpriest lv +2 Improved Channel +1 Sacred Conduit +4
Wis)]: Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his
faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending
on the type of energy channeled and the creatures targeted. Using this ability is a standard action
that expends two uses of his fervor ability and doesn’t provoke an attack of opportunity. The
warpriest must present a holy (or unholy) symbol to use this ability. A warpriest who worships an evil
deity channels negative energy and can choose to deal damage to living creatures or heal undead
creatures.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a
30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the
amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed
at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest’s level + the
warpriest’s Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum
hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in
this effect.
Class Info/Spells – Oracle
No spells (Cha too low)
Mystery: Life
Safe Curing (Su): Whenever you cast a spell that cures the target of hit point damage, you do not
provoke attacks of opportunity for spellcasting.
Curse: Lich (Curse of Corruption)
You have (unknowingly) fulfilled most (but not all) of the ritualistic components to achieve lichdom.
You have yet to turn into an undead creature, but you are close. You take damage from positive
energy and heal from negative energy as if you were undead.