Cleric of Hanspur

Davor Riverside's page

382 posts. Alias of Purple Dragon Knight.

Full Name

Davor Riverside


Warpriest 3 (Hanspur) - Init +1, Senses: Darkvision (60), Low-light Vision, Perception +9, AC 21/ touch 13/ ff 20; hp 21/21, F+6, R+4, W+7, Speed 20 ft.


Skills: Climb 1, Diplomacy 6, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Sense Motive 6, Spellcraft 5, Survival 7, Swim 1 (incl. ACP -6); Buffs: Antixoxin, Divine Favor


Male CG Half-orc


Medium (6 ft., 248 lbs.)



About Davor Riverside

Davor operates in the River Kingdoms, at home on the rivers acting as a guard for ferrymen and boaters mostly, but occasionally for merchants and adventurers. A long-time local contact of the Pathfinder Society, Davor was recently approached by the local lodge with a strange request to assist in a mission for the Magnimar lodge. Davor eagerly took to the rivers and streams and began the long journey there, hopeful that he will make a lot of interesting friends along the way.

Davor Riverside
Male Half-orc Warpriest 3 (Hanspur)
CG medium humanoid
Alternate Racial Traits: Shaman's Apprentice, Sacred Tattoo, Dusksight (replaces Orc Ferocity, Weapon Familiarity, Intimidating)
Init +1 Senses Darkvision (60), Low-Light Vision; Perception +9
AC 21, touch 12, flat-footed 20 (breastplate 6, heavy shield 3, dex 1, trait 1)
hp 21 (3d8+3)
Fort 6 Reflex 4 Will 7
OFFENSE [include effect of Divine Favor and Fate's Favored]
Speed 20 ft
MW Trident / Bite- +9 [+2] (1d8+5 [1d4+3] x2)
alchemical silver light hammer / Bite- +7 [+2] (1d4+5 [1d4+3] x2)
MW Trident +7 (1d8+5 x2)
or Javelin +5 (1d6+5 x2)
Space 5 Reach 5
STR 17 DEX 12 CON 12 INT 12 WIS 14 CHA 12
BAB 2 CMB 5 CMD 16
Feats: Additional Traits, Endurance, Weapon Focus (Trident), Quick Draw, Shield Focus
Skills: Acrobatics -5, Appraise 1, Bluff 1, Climb 1, Diplomacy 6, Disguise 1, Escape Artist -5, Fly -5, Heal 2, Intimidate 1, Kn. Engineering 5, Kn. Religion 5, Linguistics 7, Perception 9, Profession (sailor) 8, Ride -5, Sense Motive 6, Spellcraft 5, Stealth -5, Survival 7, Swim 1
Languages Orc, Common, Giant, Goblin, Sylvan, Thassilonian
Traits: Exchange Agent - Linguistics (Campaign - Shattered Star), Tusked (Race Half-orc), Fate's Favored (Faith), Defender of the Society (Combat), Seeker (Social)
Gear Breastplate, Heavy Wooden Shield, Trident, MW Trident, alchemical silver light hammer, Javelin (5), Kit - Warpriest (Medium Creature), Rowboat, Brass Knife, calumet, tobacco, Trident, antitoxin x3, acid flasks x31, holy water x2, smelling salts, wine x2, silver weapon blanch x8, silk rope, grappling hook, 692.5 gp.

Kit - Warpriest (Medium Creature):
This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol, gold pieces (see loot sheet).

Class Features:
• Armor and Shield Proficiency: You are proficient in Light,

Medium and Heavy Armor. You are proficient with shields

(excluding tower shields.) *

• Weapon Proficiency: You are proficient with all Simple and

Martial Weapons.

• Aura (Ex) (ACG 60): You have a particularly powerful aura

corresponding to your deity's alignment.

• Blessings (Su) (ACG 60): 3 times per day, you can call upon

one of the following blessings to aid yourself or your

allies. (DC: 12)

• Agile Feet (ACG 68): As a swift action, you gain increased

mobility. For one round, you can ignore all difficult

terrain (including magical terrain) and take no penalties

for moving through it.

• Ice Strike (ACG 68): You can touch one weapon and enhance

it with power of water for one minute. It deals an

additional 1d4 cold damage with each strike. This damage

doesn't stack with the frost or icy burst weapon special


• Focus Weapon (Ex) (ACG 60): You gain Weapon Focus as a bonus


• Sacred Weapon (Su) (ACG 60): Weapons you wield are charged

with the power of your faith. When you wield a Medium version

of a Sacred Weapon - your deity's favored weapon or one in

which you have Weapon Focus - you may deal 1d6 damage instead

of the weapon's normal amount.*

• Spontaneous Casting (ACG 61): You may convert the stored

energy of a prepared spell into a cure spell of the same

level or lower.

• Fervor (Su) (ACG 61): 3 times per day, you can draw on your

faith to heal wounds, harm foes or quickly cast spells.

• By touching a creature and expending one use of fervor,

you can heal a living creature or harm an undead creature

for 1d6 damage. This is a standard action that provokes

an attack of opportunity if you use it on another

creature, but a swift action if you use it on yourself.

• You can spend one use of fervor to cast any prepared

warpriest spell (with a casting time of 1 round or

shorter) as a swift action with no somatic components.

You can only target yourself with the spell, even if it

could normally affect other or multiple targets.

Warpriest Spells (Caster Level 3rd; Concentration +5)
Orisons (DC 12) - detect magic, enhanced diplomacy, guidance, purify food and drink
1st (DC 13) - divine favor x2, bless, protection from evil