Grundmoch

Drakar Ironfist's page

23 posts. Alias of vmaaxt.


Full Name

Drakar Ironfist

Race

Init +6 / -9/10 HP /17 AC (T 17; FF 13) / CMD 18 (Grp 20) / CMB +4 (+6) / F+4, R+4, W+5 / Perc +7

About Drakar Ironfist

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Drakar Ironfist 150XP
Male Wyvaran warpriest 1 Archetypes Sacred Fist,
NG Medium dragon
Init +6, Senses darkvision (60 ft.), low-light vision; Perception +7
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DEFENSE
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AC 17, touch 17, flat-footed 13 (+4 Dex, )
hp 10 ((1d8)+2)
Fort +4, Ref +4, Will +5
Immunities magical sleep, paralysis,
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OFFENSE
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Speed 30 ft. Fly 30 ft. (Clumsy)
Ranged javelin +4 (1d6+1)
Melee dagger +4 (1d4+1/19-20)
Ranged dagger (thrown) +4 (1d4+1/19-20)
Special Attacks Flurry of Blows (-1/-1),

Prepared Spells
Warpriest (CL 1st; concentration +4)
1st-divine favor(DC ), inflict light wounds(DC 14)
0th-detect magic, guidance(DC 13), mending(DC 13)

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STATISTICS
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Str 12, Dex 18, Con 14, Int 10, Wis 16, Cha 7,
Base Atk +0; CMB +4 (+6 grapple); CMD 18 (20 vs grapple)
Feats Agile Maneuvers, Improved Grapple, Improved Unarmed Strike, Weapon Finesse
Skills Fly +0, Perception +7, Stealth +8,
Traits Fate's Favored, Reactionary,
Languages Common, Draconic
SQ ac bonus, aura, blessings, bonus languages, class skills, darkvision, flurry of blows, gentle rest, lore keeper, low-light vision, orisons, senses, slapping tail, spontaneous casting, unarmed strike, weapon and armor proficiency, weapon and armor proficiency,
Combat Gear candle (15), glue paper (10),
Other Gear javelin (5), monk's outfit, backpack, common, bedroll, waterskin (2), chalk (1 piece) (10), glass cutter (2), ink (1 oz. vial) (5), inkpen (2), parchment (sheet) (10), string (50 ft.) (5), piton (5), rope (silk/50 ft.) (2), bandolier, bell, signal whistle (2), compass, flint and steel (2), mirror (small/steel), dagger (2), 187.8 gp
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SPECIAL ABILITIES
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AC Bonus (Su) A deity protects her sacred fist as long as he is unarmored and unencumbered. A sacred fist adds his Wisdom modifier (minimum 0) to his AC and his CMD. In addition, a sacred fist gains a +1 dodge bonus to AC and CMD at 4th level. This bonus increases by 1 for every 4 levels thereafter (to a maximum of +5 at 20th level). These bonuses to AC apply even against touch attacks or when the sacred fist is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. This counts as monk ability of the same name, and the sacred fist's warpriest level stack with monk levels for determining the benefit.

Aura (Ex) A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil).

Blessings (Su) You can call upon the power of your blessings 3 times per day. The DC for these blessings is 13

Bonus Languages A warpriest's bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.

Class Skills The sacred fist's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Swim (Str). These skills replace the warpriest's class skills.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Flurry of Blows (Ex) You can make a flurry of blows as a full-attack action.

Flurry of Blows (Ex) A sacred fist can make a flurry of blows attack as a full-attack action. This ability works like the monk ability of the same name, except the sacred fist's attack bonus from warpriest levels does not count as his warpriest level.

Gentle Rest (Su) You can fill a living creature with lethargy by hitting it with a melee touch attack, causing it to become staggered for 1 round. If the target is already staggered, it falls asleep for 1 round instead. An undead creature that's touched is staggered for 3 rounds.

Immunity to Magical Sleep (Ex) You are never subject to magic sleep effects.

Immunity to Paralysis (Ex) You can never be paralyzed.

Knowledge Blessing

Lore Keeper (Su) You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if your result on the appropriate Knowledge skill check were equal to 19.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Orisons Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table 1-14. These spells are cast as any other spell, but aren't expended when cast and can be used again.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Repose Blessing

Senses Wyvaran have low-light vision and can see in the dark up to 60 feet.

Slapping Tail Wyvarans have a tail attack they can use only when making attacks of opportunity. This slapping tail attack deals a number of points of damage equal to 1d8 + the wyvaran’s Strength modifier.

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. An evil warpriest (or a neutral warpriest of an evil deity) can't convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with "inflict" in its name. A warpriest that is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels

Unarmed Strike A sacred fist gains Improved Unarmed Strike as a bonus feat. He uses his warpriest levels as monk levels for determining the amount of damage dealt with an unarmed strike.

Weapon and Armor Proficiency Sacred fists are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Sacred fists are not proficient with any armor or shields. When wearing armor, using shield, or carrying a medium or heavy load, a sacred fist loses his AC bonus and flurry of blows.

Weapon and Armor Proficiency 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). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat.