About Duncan Redhammer
Family is everything, and for Duncan he had none and every day those more fortunate than he reminded him of it. Growing up in the hands of the faithful of Torag, only made him feel more isolated, when he realised it was the God of War and not his racial deity that spoke to his heart. Still, IMODAE did not ask for anything beyond his hearts desires. He was to seek just vengeance for the oppressed and throw down those whose power inflicted wrongs upon the innocent. How he went about it was his choice. Duncan had noted the tendency spellcasters to lift themselves upon the shoulders of the innocent. The people of Westcrown, his adopted city, have their share of troubles and plenty of abusive powerbrokers who need bringing down. Having fallen saving his comrades, he has been marked to not rest yet. Golarion hangs in the Balance. He has been pulled from oblivion by one of the Angels and set upon this world to save all others.
Hit Points: 16d8(+4 Con per die)=154
Armor/Protective Item:+3 Deathless Celestial Full plate (Armor/Shield Bonus: +12; Max Dex: +6; Armor Check:-3; Arcane Spell Failure: 20%; Weight: 25 lbs )
Armour/Protective Iteam +2 Celestial Shield (Armor/Shield bonus +4, Armor Check: 0, Arcane Spell Failure 5%, Weight 10lbs)
Armored Kilt +1 AC
Ring of Deflection +3
Speed: 20' (4 squares)Not reduced by Armor or Encumberence
Saves: Add +2 racial to saves vs spells, +3 for cloak
+1 to Attack vs Giants, +1 Competence Cracked Pale Green Ioun Stone
Magic +2 Fortuitous, Cruel Longsword "Gutbuster":
+1 Cold Iron Battleaxe:
Masterwork Heavy Pick
+1 Alchemical silver Warhammer
Masterwork Alchemical Silver Cestus R.hand or
+1 Composite Longbow (+2 Pull)
5 per level(2class+Int+Favored Bonus)
Climb: 2ranks, 4Str, class3: 9
Craft (Armor)7 ranks+2 racial, +2 Int+3class:14
Craft (Weapons) 8 ranks+2 racial, +2 Int+3class:15
Diplomacy 6ranks 1Cha, 3class: 10
Handle Animal 1 rank, 5Wis, 3class:9
Heal1 rank, 5Wis, 3class:9
Intimidate 15ranks, 1Cha 3class+2 Ioun Stone, +2 Masterwork Tool: 23
Knowledge (engineering)1ranks 2Int, 3class:6
Knowledge (planes)1ranks +2Int:3
Knowledge (religion8ranks 1Int, 3class:12
Perception 10ranks, 5Wis, 3class:18
Profession* (Blacksmith)1ranks,2racial+ 5Wis, 3class:11
Ride, 2ranks, 2Dex, 3class: 7-3 Armor
Sense Motive 1 ranks, 5Wis :6
Spellcraft 2ranks +2Int, 3class:7
Stealth 1, 2Dex: 3-3Armor
Survival 3ranks, 5Wis, 3class:11 +2 to track Giant Subtype
Swim 5ranks, 3Str, 3class: 11
Bold=Class Skill / * Trained only
•+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
•Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
•Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
•Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision).
•Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
•Alt racial TraitCraftsman: Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone.
•Hatred:(Alt:Giant Hunter) Dwarves gain a +1 racial bonus on attack rolls against Giants subtypes because of their special training against these hated foes.
•Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
•Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
•Alt Racial TraitRock Stepper: Many dwarves can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
•Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
1-Weapon Focus: Longsword, Combat Reflexes Minor Blessings-Holy Strike (Good), Iomedae's Inspiring Word, Aura, Sacred Weapon- Longsword, Chosen Alignment-Good
2- Fervor 1d6
3- Power Attack, Combat Expertise , Detect Alignment
4- Sacred Weapon- Alignment, Smite 1/day
5- Fervor 2d6, Improved Trip
6- Dazzling Display
7- Sacred Armor +1, Cornugon Smash
8- Fervor 3d6, Smite 2/day
9- Greater Trip,Shatter Defences
10-Sacred Armor +2, Major Blessings- Cleansing Fire, Battle Companion
11- Fervor 4d6, Weapon Specialisation:Longsword
12- Greater Weapon Focus: Longsword, Holy Weapon 1/day, Smite 3/day
13- Sacred Armor +3, Dwarven Hatred Style
14- Fervor 5d6
15- Greater Weapon Specialisation: Longsword, Dwarven Seething
16- Holy Weapon 2/day
Fates Favored: Whenever he is the subject of a luck bonus, add +1
Str 19 Base 15,8th, 16th level bump, Item
Dex 12 Item
Con 16 Item
Int 14 Base 13,4th level bump
Wis 18 Base 15,12th level bump, Item
Cha 12 Item
11/11 times per day
Blessings- Sun, GoodEach blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
Iomedae's Inspiring Word 3rounds- Replaces Sun Blessing Minor Power
Advanced Prerequisites: Dazzling Display, Weapon Focus
Advanced Benefit: As a standard action or at the end
Cleansing Fire (major): At 10th level, you can touch a weapon and grant it either the flaming or undead–bane weapon special ability for 1 minute. If you spend two uses of your blessing when activating this ability, the weapon can have both weapon special abilities..
Battle Companion (major):
Fervor 13/13 uses per day
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.
Sacred Weapon Champion of faith version, Holy Weapon Ability 2/day, 2 Uses left
At 12th level, once per day as a swift action, a champion of the faith can enhance any one sacred weapon with a weapon special ability based on his chosen alignment (anarchic for chaos, unholy for evil, holy for good, and axiomatic for law). This effect lasts for 1 minute. He can use this ability one additional time per day at 16th and 20th levels.
Sacred Armour16 minutes per day, +4 level bonus
These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. 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). Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other special abilities can be added.
The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest’s possession. This ability can be ended as a free action at the start of the warpriest’s turn. This ability cannot be applied to a shield.
Smite4 times/day, costs 2 Fervour. Duncan Smites as a 20th level Paladin due to wearing Bracers of the Avenging Knight
In addition, while smite is in effect, the champion of the faith gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the smite targets a creature that’s not of the champion of the faith’s opposed alignment, the smite is wasted with no effect.
The smite effect remains until the target of the smite is dead or the next time the champion of the faith regains spells. The champion of the faith can use this ability once per day, plus one additional time per day for every 4 levels beyond 4th (to a maximum of five times per day at 20th level). Using this ability consumes two uses of his fervor ability.
Detect Alignment (Sp)
Gear & Money::
Arms and Armor:
+3 Deathless Celestial Fullplate 22400 gp
+2 Blinding Celestial Shield 13700 gp
Armored Kilt 25gp (self for 1/2)
Cracked Pale Green Ioun Stone 4000 go
Amulet of Natural armor +2 8000gp
2x Alkali Flask 30gp
Gems & Jewelry:
The saving throw DC against a warpriest’s spell is 10 + the spell’s level + the warpriest’s Wisdom modifier.
0 (DC15)- Create Water, Detect Magic, Read Magic, Stabilise, Light
You can use this skill to frighten an opponent or to get them to act in a way that benefits you. This skill includes verbal threats and displays of prowess.
If you have the Persuasive feat, you get a bonus on Intimidate checks (see Feats).
Enhanced Diplomacy, Savage Maw,Channel Vigor
Possible Prepared Spell Choices:
Shield of Dawn, Terrible Remorse, Warp Metal- lvl 4
Possible feat selections:
Hurtful, Felling Smash, Cleave, Cleaving Finish, Cleave Through,
Goggles of the arachnid, Eyes of Eyebite