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*Additional Trait: two additional traits,
*Channel Smite: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.
*Channeling Force: As a swift action, you can expend one use of channel energy to grant your weapon attacks a bonus on damage rolls equal to the number of dice of your channel energy. This extra damage is force damage. This lasts for your next three weapon attacks or until the end of combat, whichever comes first.
*Extra Channel: 2 additional channels/day
*Greater Weapon Focus (scimitar): +1 to attack rolls with scimitar
*Guided Hand: use WIS modifier (+4) to attack with diety’s preferred weapon.
*Improved Initiative: +4 to initiative checks
*Weapon Focus (scimitar):+1 to attack rolls with scimitar
*Weapon Specialization (scimitar): +2 to damage rolls with scimitar
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Traits and Drawbacks:
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*Religion: cleansing light= When dealing damage to undead with your channel energy ability, you can reroll any damage die roll that results in a natural 1.
*Combat: defender of the society= +1 AC bonus in medium or heavy armor
*Faith: exalted of the society= 1 additional channel/day
*Social: seeker= +1 to perception and it is a class skill
FCB= 2/6 of a new combat feat
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Special /Class Abilities:
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*Blessings (7/day) (Su) Pool of power used to activate Blessing abilities.
*Channel Smite Channel energy can be delivered through a Smite attack.
*Channeling Force As swift action, expend channel energy to grant bon to wep dmg equal num of chan dice.
*Fervor (3d6, 8/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
*Guided Hand May use Wisdom modifier for attack rolls with favored weapon
*Sacred Armor +1 (8 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19).
*Sacred Weapon +2 (8 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.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 good, he can add ghost touch and holy.
*Warpriest Channel Positive Energy 5d6 (7/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
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Spells:
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LVL 0: 5/5 DC 14
Detect Magic
Enhanced Diplomacy
Mending
Stabilize
Read Magic
LVL 1: 5/5 DC 15
An Haul
Divine Favor x2: +2 to attack and damage rolls; 1 minute duration
Shield of Faith x2: +3 defection AC bonus; 1 minute/level
LVL 2: 5/5 DC 16
Remove Paralysis
Restoration, Lesser
Resist Energy
Weapon of Awe x2: +2 sacred damage bonus; 1 minute/level; confirm crit shakens foe
LVL 3: 3/3 DC 17
Magic Circle vs Evil:10 minutes/level
Magic Vestment x2: +2 to armor/ 16 hours duration
Backpack, Common [
Bedroll
Flint and Steel
Trail Rations (x5)
Rope (Hemp/50 ft.)
Waterskin (Filled)
Smoked Goggles
Earplugs
Messkit
Belt Pouch
Holy Symbol
Alchemist Fire (x1)
Anti Toxin (x1)
Anti Plague (x1)
Vermin Repellent (x1)
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Dralitar hails from Kelish lands. He is a dour follower of Sarenrae. He is quick with his scimitar and is a bane to undead and the like.