Race |
| HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 |
Classes/Levels |
| Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None |
Gender |
Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 |
Size |
M |
Age |
24 |
Alignment |
CG |
Deity |
Gorum |
Location |
Absalom |
Languages |
Common, Orc |
Strength |
22 |
Dexterity |
12 |
Constitution |
14 |
Intelligence |
12 |
Wisdom |
18 |
Charisma |
7 |
About Father Urzaia Conflict
Father Conflict
Male half-orc warpriest (molthuni arsenal chaplain) of Gorum 9
CG Medium humanoid (human, orc)
Init +1; Senses darkvision 120 ft.; Perception +17
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Defense
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AC 25, touch 11, flat-footed 24 (+10 armor, +1 Dex, +4 shield; +2 deflection vs. evil)
hp 66 (9d8+18)
Fort +13, Ref +9, Will +15; +2 vs. death; +2 resistance vs. evil
Defensive Abilities sacred tattoo
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 cold iron tongi +16/+11 (1d6+9/17-20/×3) or
. . cold iron morningstar +12/+7 (1d8+6) or
. . mwk alchemical silver armor spikes +13/+8 (1d6+5)
Ranged +1 adaptive composite longbow +8/+3 (1d8+7/×3)
Special Attacks blessings 7/day (War: war mind), fervor 8/day (3d6), sacred weapon (1d8, +2, 9 rounds/day), weapon training (sacred weapons)
Spell-Like Abilities (CL 9th; concentration +7)
. . Constant—know direction
Warpriest (Molthuni Arsenal Chaplain) Spells Prepared (CL 9th; concentration +13)
. . 3rd—dispel magic, invisibility purge, prayer, searing light
. . 2nd—lesser angelic aspect, consecrate (DC 16), lesser restoration, weapon of awe (2, DC 16)
. . 1st—bless, divine favor (2), liberating command, protection from evil, comprehend languages
. . 0 (at will)—create water, detect magic, guidance, mending, read magic
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Statistics
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Str 22, Dex 12, Con 14, Int 12, Wis 18, Cha 7
Base Atk +6; CMB +12; CMD 23
Feats Exotic Weapon Proficiency (tongi), Faerie's Strike, Fey Foundling, Grasping Strike, Improved Critical (tongi), Nature Magic, Power Attack, Quicken Blessing, Vital Strike, Weapon Focus (tongi), Winter's Strike
Traits fate's favored, seeker
Skills Acrobatics -4 (-8 to jump), Heal +11, Knowledge (nature) +6, Perception +17, Sense Motive +16, Survival +4 (+6 to avoid becoming lost)
Languages Common, Orc, Varisian
SQ orc blood
Combat Gear oil of bless weapon, potion of fly, potion of remove blindness/deafness, scroll of lesser (x5) restoration, wand of cure light wounds
Other Gear +1 armor spikes holy reliquary full plate, clawhand shield, +1 adaptive composite longbow (+3 Str), +1 cold iron tongi, cold iron morningstar, belt of physical perfection +2, cloak of resistance +3, headband of inspired wisdom +2, swarmbane clasp, wayfinder, backpack, bedroll, canteen, chalk, collapsible plank, earplugs, flint and steel, grappling hook, silk rope (50 ft.), tattoo holy symbol of Gorum, weapon cord, pearl of power I (2), 744 gp, 3 sp, 6 cp
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Special Abilities
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Blessings (7/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (120 feet) You can see in the dark (black and white only).
Faerie's Strike (5/day, DC 18) When you use Vital Strike, target must make Will save or be lit up by faerie fire for 1 min.
Fervor (3d6, 8/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Fey Foundling Magical healing works better on you
Grasping Strike (5/day, DC 18) When using VItal Strike, cause opp to be entangled for 1 min (Ref negates).
Nature Magic (Stabilize, 1/day) (Sp) You are able to use simple spells by drawing on nature's raw majesty.
Prerequisite: Knowledge (nature) 1 rank.
Benefit: You gain know direction as a constant spell-like ability, and can choose another druid orison y
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quicken Blessing (War Blessing) Expend 2 uses of blessings to deliver selected blessing as swift action.
Sacred Tattoo +1 to all saves.
Sacred Weapon +2 (9 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Sacred Weapons) +2 (Ex) +2 to hit and damage with your sacred weapons.
Winter's Strike (5/day, DC 18) When using Vital Strike opp must make Fort save or become fatigued for 4 rds.
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Chronicles
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The Confirmation
Gallows of Madness 1
Gallows of Madness 2
Gallows of Madness 3
Gallows of Madness 4
Tears at Bitter Manor 1
Tears at Bitter Manor 2
Captives of Toil
Corpses in Kalsgard
Raid on the Cloudborne Keep