About Evgeny Medved
Evgeny is an amicable broad-shouldered young man that is eager to aid those he considers his comrades. He hails from a small farming village in Brevoy where he was raised by hunters. He was always eager to lend a hand when needed and took great pride in his village. After tax hikes imposed on his little village began working his villagers into poverty and exhaustion, he tried to get attention from the local lord. Completely dismissed, Evgeny set off to find greater renown, hoping his clout or new found wealth would be able to help the members of his little town.
Skill Ranks per Level: 1x[2 + 0 Int modifier] = 
[< Class Skills] [* -6Armor Check Penalty]
+3 Climb*(+0str, +0rank +0Class) <
+0 Craft <
+0 Diplomacy(+0cha) <
-- Disable Device
+0 Escape Artist
+0 Handle Animal <
+3 Heal (+0wis)
+0 Intimidate(+0cha, +0rank +0class) <
+0 Knowledge (Arcana)
+0 Knowledge (Dungeoneering)
+0 Knowledge (Engineering) <
+0 Knowledge (Geography)
+0 Knowledge (History)
+0 Knowledge (Local) <
+0 Knowledge (Nature)
+0 Knowledge (Nobility)
+0 Knowledge (Planes)
+0 Knowledge (Religion) <
+8 Perception(+3 Wis, +1 rank +3 class + 1 trait)
+3 Profession <
+1 Ride <
+7 Sense Motive (+3 wis + 1 rank + 3 class) <
-- Sleight of Hand
+0 Spellcraft <
+7 Survival(+3 wis + 1 rank + 3 class) <
+3 Swim <
-- Use Magic Device
Benefits: Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.
Benefits: You gain a +2 trait bonus on initiative checks.
Ability Score Racial Traits
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Human are Humanoids with the human subtype.
Humans have a base speed of 30 feet.
Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Humans select one extra feat at 1st level.
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Hit Die: d8
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Skill Ranks per Level: 2 + Int modifier.
The Warpriest's class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).
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.
A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section. 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’s level. The saving throw DC against a warpriest’s spell is 10 + the spell’s level + the warpriest’s Wisdom modifier.
Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–14. In addition, he receives bonus spells per day if he had a high Wisdom score.
Warpriests meditate or pray for their spells. Each warpriest must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest can prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment.
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 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.
If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.
At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon).
Warpriests can prepare a number of orisons, or 0-level spells each day. These spells are cast as any other spell, but aren’t expended when cast and can be used again.
Sacred Weapon (Su)
At 1st level, 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 hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. 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. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.
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 positive or negative energy (see Channel Energy, below).
Chaotic, Evil, Good, and Lawful Spells
A warpriest cannot cast spells of an alignment opposed to his own or his deity’s (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
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.
Animal Fury (minor): At 1st level, you can touch one ally and grant it feral features. The ally gains 2 claw attacks that each deal 1d6 points of damage if the ally is Medium or 1d4 if it’s Small, or 1 bite attack that deals 1d8 points of damage if the ally is Medium or 1d6 if it’s Small. These are primary natural attacks that replace any similar primary natural attacks the ally might have. This effect lasts for 1 minute.
Creeping Vines (minor): At 1st level, upon hitting with a melee attack, as a swift action you cause the creature you hit to sprout entangling vines that attempt to hold it in place, entangling it for 1 round (Reflex negates).
HB:Erastil’s Blessing (Combat)
Benefit: You can use your Wisdom modifier instead of your Dexterity modifier on ranged attack rolls when using a bow.
WP1:Weapon Focus: Longbow (Combat)
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
1:Point-Blank Shot (Combat)
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Traveler’s Outfit 1gp 5lb
-:Longsword 15gp 4lb
-:Longbow 75gp 3lb
-:Scale mail 50gp 30lb
Backpack 2gp 2lb [50 lbs. full]
-:Tent small 10gp 20lb*
-:Bedroll 1sp 5lbs*
-:Rope, hemp (50 ft.) 1gp 10lb*
-:Pot, iron 8sp 4lb
-:Mess Kit 2sp 1lb
-:10 days food rations 5gp 5lb
-:Waterskin 1gp 4lb
-:Flint & Steel 1gp 0lb
-:Holy symbol (Erastil) 5gp 1lb
-=Carrying Capacity=- 16STR
Light 0-76 lb. Medium 77–153 lbs Heavy 154–230 lbs
-=Current Load Carried=- 37lb [light] + backpack 50lb [med]
11gp 9sp, 0cp