Male Tiefling (Devil-Spawn) Warpriest of Iomedae 1
NG medium outsider (native)
Initiative +1; Perception +3
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Defense
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AC 18/20 , Touch 11 , Flat-Footed 17
HP 11
Fort +5 Ref +1, Will +5
Speed 20 ft.
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Offense
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Longsword +5 1d8+4 19-20 *2
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Statistics
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Str 18, Dex 12, Con 16 , Int 13, Wis 17, Cha 6
Base +0; CMB +4; CMD 15
Feats
Armor of the Pit
Weapon Focus Longsword
Traits
Monster Hunter
Perhaps you came to the Varisian Gulf in search of the Sandpoint Devil, or maybe you followed fisherman’s tales of Old Murdermaw— regardless, you’ve ventured through Varisia to hunt down famous monsters. While they have all eluded you so far, you made it to Sandpoint to research and restock before heading back out into the wilderness. Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.
Unearth Secrets
You have a gift for recognizing secret desires. You gain a +2 trait bonus on Sense Motive checks
when trying to get a hunch that might reveal a target’s hidden vice, dark impulse, or any other craving it would not want publicly revealed.
Skills
Acrobatics 0+1=1, Appraise 0+1=1, Bluff 0-2=-2, Climb 0+4=4, Diplomacy 0-2=-2, Disguise 0-2=-2, Escape Artist 0+1=1, Heal 1+6=7, Intimidate 0-2=-2, Knowledge Religion 1+4=5, Perception 0+3=3, Perform 0-2=-2, Ride 0+1=1, Sense Motive 1+8=9, Spellcraft 1+4=5, Stealth 0+1=1, Survival 0+3=3, Swim 0+4=4
Languages
Common, Goblin, Infernal
Spells
Create Water, Detect Magic, Read Magic, Stabilize
Bless, Shield of Faith
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Equipment
Backpack, Bedroll, Blanket, winter, Bolts (20), Chalk, Crossbow, light, Longsword, Potion Cure Light Wounds, Pouch, belt, small, Rations, trail 5 days, Scale mail, Shield, heavy steel, Waterskin ( water )
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Special
Tiefling (Devil-Spawn)
Cold Resistance 5, Darkvision, Fire Resistance 5, Scaled Skin, Soul Seer
Warpriest,
Aura, Blessings 4/day, Focus Weapon, Orisons, Sacred Weapon
Holy Strike, at 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction
War Mind, at 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.