NG Medium Humanoid (Human, Dual Talent +2Str/+2Dex)
Init +3,
Perception +3
Warpriest 1, Magus (War Warden) 1. Yerosol Veteran
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DEFENSE
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AC 20,
Touch 13,
Flat-footed 17
HP 8 (1d8)
Fort +4
Ref +2 Will +5
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OFFENSE
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Speed 20 ft.
Melee Rapier +5 (1d6+3/18-20, x2)
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STATISTICS
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STR 16, DEX 14, CON 14, INT 16, WIS, 16, CHR 14
Base Attack +1/0 CMB +4 CMD 16
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Special Abilities
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Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Weapon and Armor Proficiency: A warpriest is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (except tower shields).
A war warder is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). He can cast magus spells while wearing light armor, medium armor, or a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a war warder wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass war warder still incurs the normal arcane spell failure chance for arcane spells received from other classes.
This replaces the normal magus weapon and armor proficiency feature.
Sacred Weapon (Su): Weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat (if he has multiple Weapon Focus feats, this ability applies to all of them). Whenever the warpriest is wielding a sacred weapon, he treats his warpriest level as his base attack bonus for attacks made with that weapon, stacking with any base attack bonus from other classes or racial Hit Dice.
In addition, the warpriest sacred weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–13; see the table below for Small and Large warpriests. If the weapon normally deals more damage than this, its damage is unchanged. This increase in damage does not affect any other aspect of the weapon. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made.
SpellsA warpriest casts divine spells drawn from the cleric spell list. His alignment, however, may restrict him from casting certain spells opposed to his moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A warpriest must choose and prepare his spells in advance. A warpriest’s highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher. To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell level. The saving throw DC against a warpriest’s spell is 10 + the spell level + the warpriest’s Wisdom modifier.
Aura (Good): 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 the detect evil spell for details).
Blessings (Protection, Magic): A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each 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 a blessing, it counts against his daily limit. The DC for any of these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
Hand of the Acolyte (minor): At 1st level, as a standard action you can cause your melee weapon to fly from your grasp and strike an opponent, then instantly return. You can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver.
Increased Defense (minor): At 1st level, as a standard action you can gain a +1 resistance bonus on saving throws or a +1 enhancement bonus to your armor’s AC for 1 minute. Multiple uses of this blessing (to gain a bonus on saves and AC) have no effect. The bonus increases to +2 at 5th level, and +1 for every 5 levels after that
Aura of Protection
At first level, the war warder learns how to harness his arcane pool to protect himself and his allies. As long as there is at least one point left in the war warder's arcane pool, he projects an aura of protection around him. Any ally, including the war warder, within 10 feet of the war warder gains a +1 dodge bonus to AC. At 8th and 14th level, this bonus increases by +1 and the range of the aura increases by +10 feet. If the war warder is killed, paralyzed, stunned, or knocked unconscious, this aura is disrupted. Whenever the condition that disrupted the aura is removed, the aura returns. A war warder can spend one point of their arcane pool to grant this bonus to the saves of all allies in the aura for a number of rounds equal to their Intelligence modifier.
This ability replaces the bonus feat gained at 5th level and the Heavy Armor ability normally gained at 13th level.
Arcane Pool
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
At 1st level, a war warder can use his arcane pool to grant an enhancement bonus to his armor as well as to his shield, paying the arcane pool cost separately for each. At 5th level and above, he can also add any armor or shield special properties. The maximum bonus possible is equal to half his war warder class level.
This functions as Arcane Pool in all other aspects.
Spell Combat
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
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Traits
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Dispelled Battler: When deprived of magic, you fight harder. You gain a +1 trait bonus on weapon attack and damage rolls while within an area of antimagic such as that created by an antimagic field. You also gain this bonus for 1 round after you are subject to an area or targeted dispel magic spell, regardless of the effect's success or failure in dispelling your spells and magical effects.
Arcane Temper: +1 Init and Concentration
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Feats
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Weapon Focus: Rapier
Combat Casting
Display of Heroism
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Skills
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Knowledge Arcana +7
Knowledge religion +7
Survival + 7
Spellcraft +7
Diplomacy +6
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Gear
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Rapier, four mirror armor, light shield, Spell component pouch, Back pack, Silver holy symbol, Bedroll.