Legion Archon

Godwin Solace's page

733 posts. Alias of Azih.


Full Name

Godwin Solace

Race

HP 84/94 24 nonlethal| AC 22 (27 Iron Skin) | T 11 | FF 22 | CMD 23 | Fort +12 | Ref +3 | Will +14 | Init +3 | Perc +2

Classes/Levels

Active:
Defending Bone 5/40 Iron Skin 8 +5 AC minutes

Gender

Resources:
Corruption Resistance 1/1 | Minor Blessings (Good/War) 7/7 | BloodRage 16/21| Mythic 5/7 | Sacred Armor 8/8 | Sacred Weapon 6/8 | Fervor 8/8

Strength 18
Dexterity 11
Constitution 14
Intelligence 10
Wisdom 14
Charisma 12

About Godwin Solace

Backstory:

Growing up an Aasimar orphan in Kenebras, Godwin has a strong innate connection to the celestial realm. His divine blood was targeted by evil cultists who captured him to use as a sacrifice.

He was saved at the last moment by an Aasimar Paladin of Iomedae who took the young child to a temple. He was put under the tutelage of a kindly tiefling cleric who gave him a good education. The churce of Iomedae is his family now and his deep connection to the good planes manifested itself many times as he grew up into a formidable warrior.

The World Wound calls to him and he wishes nothing more than to cleanse it of every last piece of demonic filth with his demon bane Falchion!

Crunch:

Godwin Solace
Archon-blooded aasimar (lawbringers) bloodrager (steelblood) 8/gestalt 8/warpriest of Iomedae 8/Champion 2 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Advanced Class Guide 15, 60, 85, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +3; Senses Perception +10
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Defense
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AC 22, touch 11, flat-footed 22 (+10 armor, +1 deflection, +1 natural)
hp 94 (8d10+42)
Fort +12, Ref +3 (+1 bonus vs. trample attacks), Will +14; +2 vs. [evil], +1 trait bonus vs. evil outsider's spells and effects, +2 circumstance vs. blinded or dazzled, +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, hard to kill, sacred armor (+1, 8 minutes/day)
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Offense
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Speed 65 ft. (45 ft. in armor)
Melee +1 evil outsider-bane falchion +17/+12 (2d4+12/18-20 plus 2d6 vs. evil outsider)
Special Attacks angelic attacks, blessings 7/day (Glory: glorious presence, War: war mind), blood casting, bloodrage (21 rounds/day), channel positive energy 4/day (DC 18, 3d6), fervor 8/day (3d6), mythic power (7/day, surge +1d6), sacred weapon (1d8, +2, 8 rounds/day)
Spell-Like Abilities (CL 8th; concentration +9)
. . At will—halo
. . 1—corruption resistance (vs evil hr/lvl on self)[APG] (DC 13)
Bloodrager (Steelblood) Spells Known (CL 8th; concentration +9)
. . 2nd (1/day)—ablative barrier[UC], false life
. . 1st (2/day)—bless, long arm[ACG], mirror strike[UC], stone shield[ARG], wave shield[ACG]
. . Bloodline Celestial
Warpriest Spells Prepared (CL 8th; concentration +12)
. . 3rd—channel vigor, deadly juggernaut[UC]
. . 2nd—burst of radiance (DC 16), inheritor's smite (2), ironskin (2)
. . 1st—detect demon, divine favor (2), protection from evil, shield of faith
. . 0 (at will)—create water, detect magic, enhanced diplomacy, mending, purify food and drink (DC 14)
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Statistics
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Str 23, Dex 10, Con 16, Int 8, Wis 18, Cha 12
Base Atk +8; CMB +15; CMD 25 (26 vs. overrun)
Feats Additional Traits, Angelic Blood[ARG], Angelic Flesh (steel)[ARG], Eschew Materials, Iron Will, Power Attack[M], Reckless Rage[ACG], Weapon Focus (falchion)[M], Weapon Specialization (falchion)
Traits demon smiter, fate's favored, purity of faith, stolen fury
Skills Acrobatics -4 (+0 to jump), Climb +6, Diplomacy +6, Disguise -1, Intimidate +11 (+13 circumstance vs. evil creatures), Knowledge (history) +1, Knowledge (planes) +2 (+4 to identify evil outsiders or items or effects created by evil outsiders), Knowledge (religion) +3, Perception +10, Profession (soldier) +9, Sense Motive +10, Stealth -6, Swim +6
Languages Celestial, Common
SQ amazing initiative, armor training 1, blood deflection, celestial crusader[ARG], celestial resistances, conviction, extra mythic feat[MA], halo[ARG], impossible speed[MA], indomitable stance, sudden attack[MA]
Other Gear +1 full plate, +1 evil outsider-bane falchion, belt of giant strength +2, cloak of resistance +1, cracked dusty rose prism ioun stone, headband of inspired wisdom +2, ring of protection +1, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], masterwork backpack[APG], masterwork tool, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol, 859 gp
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Angelic Attacks (Su) Melee attacks are good-aligned, and do +1d6 to evil outsiders.
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Angelic Flesh (Steel) +1 natural AC and your natural attacks count as cold iron.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Blessings (7/day) (Su) Pool of power used to activate Blessing abilities.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Deflection (Su) Imm. act: sacrifice spell for defl. bonus to AC until start of next turn.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (21 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Celestial Crusader +1 att/AC vs. evil outsider & +2 Spellcraft/Knowledge (planes) to ID them or thier items/effects.
Celestial Resistances (Ex) Gain resistance to acid & cold when raging.
Conviction (1/rage) (Su) Reroll one attack, check, or save, but must take 2nd reroll.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fervor (3d6, 8/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Halo +2 to intimidate vs. evil creatures and to saves against becoming blinded or dazzled.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Impossible Speed (+20 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
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.
Sacred Weapon +2 (8 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +2 bonus and bypass all DR.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Warpriest Channel Positive Energy 3d6 (4/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Weapon Focus [Mythic, Falchion] 1 MP: As a swift action, add half tier to attack with selected weapon.
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Rolls

Bonuses:
Mythic Power Attack with racial Bonus and Bane Bonus affects both attack and damage. All attacks count as good and cold iron for DR purposes

[dice=attack]1d20+17+1+2-3[/dice]
-3 if not evil outsider
[dice=damage]2d4+12+13+1d6+2d6[/dice]
-3d6 if not evil outsider
**
Bonuses:
Mythic Power Attack with racial Bonus and Bane Bonus and Reckless Rage affects both attack and damage. All attacks count as good and cold iron for DR purposes with Reckless Rage

[dice=attack]1d20+17+1+2-4+2[/dice]
-3 if not evil outsider
[dice=damage]2d4+12+18+1d6+2d6+3[/dice]
-3d6 if not evil outsider
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Male Archon Blooded Aasimar Warpriest of Iomedae/Steelblooded Celestial Bloodrager 8 | Mythic Tier 2
LG medium humanoid
Init +3 (0 dex +2 mythic 2 + 1 ioun stone)
Perception + 2 (2 wis)
STR 23 (+2 from mythic 2 +2 from belt +1 8th level)
DEX 10
CON 16 (+2 from race)
INT 8
WIS 18 (+2 from race +1 4th level +2 from circlet)
CHA 12
DEFENSE: Hide
AC 22 (10 + 10 armor +0 dex + 1 natural armor +1 deflection )
T 11 (22 - 11 armor )
FF 22 (22 - 0 dex )
hp 84( 10 + 7x6 + 8x3 (con) + 8x1 (class bonus))
Fort 10 (6 base + 3 con + 1 cape )
Ref 3 (2 base +0 dex +1 cape)
Will 14 (6 base + 4 wis +1 trait +2 feat +1 cape)
CMD 23 (10 + 6 Str + 7 BAB)

Conditional:
+1 trait bonus on saving throws against spells and effects originating from an outsider with the evil subtype
+2 bonus on saving throws against effects with the evil descriptor and on Con checks to stabilize.
+2 bonus on saving throws against spells that he or an ally casts
5 resistance acid or cold
+1 AC to attacks from evil outsiders (race)
+1 CMD to Overrun +1 Reflex to trample

OFFENSE: Hide

Speed 60ft/50 ft in armor (Heavy armor plus Impossible Speed mythic and Armored Swiftness Celestial Bloodrager)
Melee +1 demon bane Falchion 1d20+17 (6 str + 2 mythic weapon focus + 8 BAB +1 enchantment) (2d4+12/18-20/x2) (9 str +1 enchantment + 2 weapon spec)

[dice=mythic power attack with racial bonus and bane bonus if really evil outsiders]1d20+17+1+2-2[/dice]
-3 if not
[dice=Two handed mythic power attack with racial bonus and bane bonus if really evil outsiders]2d4+12+9+2+1d6+2d6[/dice]
-2-3d6 if not

[dice=mythic power attack with racial bonus and bane bonus if really evil outsiders plus rage]1d20+17+1+2-2+2[/dice]
-3 if not
[dice=Two handed mythic power attack with racial bonus and bane bonus if really evil outsiders plus rage]2d4+12+9+2+1d6+2d6+3[/dice]
-2-3d6 if not

Power Attack (Mythic Plus Reckless)
-3 penalty to attack gain +12 on damage

13/11 2d4+24

Space 5 Reach 5
BAB 8
CMB 15 (6 STR +8 BAB + 1 steelblood)
Conditional:
+2 to combat maneuver checks against demons (Trait)
+1 Insight to Attack evil outsiders (race)
Celestial BloodRager +1d6 against evil outsiders plus melee considered holy

LANGUAGE:: Hide
Common, Celesital

TRAITS:: Hide

Race
Stolen Fury: +2 trait bonus on all combat maneuver checks against demons

Religion:
Purity of Faith: +1 trait bonus on Will save and +1 trait bonus on saving throws against spells and effects from evil outsiders

Faith:
Fate's Favoured: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Combat:
Demon Smiter: You grew up around those who fight the demons streaming out of the Worldwound, and from their stories you learned about the demons’ weaknesses.

You are likely from Mendev or have joined that nation’s cause as a crusader. Once per day when fighting demons, you gain a +4 trait bonus on a single attack

roll.

FEATS: Hide

Warpriest Bonus First: Weapon Focus Falchion
First: Angelic Blood (Aasimar)
Mythic: Weapon Focus Falchion (Mythic)
Third: Additional Traits
Third Warpriest Bonus: Power Attack
Bloodrager Bonus Fourth: Eschew Materials
Fifth: Angelic Flesh Steel: Gain +1 natural armor bonus to AC and unarmed strikes and natural weapons count as cold iron
Sixth Bloodrager bloodline feat: Iron Will
Sixth Warpriest Bonus feat: Weapon Specialization Falchion
Seventh: Reckless Rage

SKILLS: Hide

3 per level (4 bloodrager -1 int)

Adventuring:
Skills with ranks

Climb +6 (+6 str - 4 acp + 1 Rank +3 class) 1 Rank
Diplomacy +6 (1 cha + 1 rank +3 class) 2 Rank
Intimidate +11 (1 cha + 7 rank + 3 class) 7 Rank (+2 against demons with Halo)
Knowledge (religion) +3 (-1 int +3 class +1 rank) 1 Rank
Knowledge (planes) +3 (-1 int +3 class +1 rank) 1 Rank (+5 to identify demons due to MW tool +2 to identify evil outsiders trait)
Perception +10 (+4 wis + 4 rank + 3 class) 3 Rank
Swim +6 ( +6 str -4 acp + 2 Rank + 3 Class) 1 Rank
Sense Motive +10 (4 wis + 4 Rank + 3 Class) 3 Rank

Skills without ranks

Acrobatics +0 dex - 5 acp
Bluff +1 cha
Escape Artist +0 dex - 5 acp
Fly +0 dex - 5 acp
Heal+2 wis
Ride +0 dex - 5 acp
Stealth +0 dex - 5 acp
Survival +2 wis

Skills that can't be used without ranks and untrained

Spellcraft -1 int (+2 to identify evil spells)

Background skills (no additional):
Skills with ranks
Profession Solider +7 (2 wis + 2 rank +3 class) 2 Rank
Kn:History 1 (-1 int +1 rank) 2 Rank

GEAR: Hide

Weapon: Falchion with weapon cord ( 75.1 gp)
Armor: MW Banded Mail +7 armor bonus +1 max dex bonus -5 Armor check Penalty (400 gp)

Misc:
8375.1 falchion +1 evil outsider bane w/weapon cord
4000 belt giant strength +2
4000 circlet wisdom +2
1000 cape resistance +1
2000 ring of protection
2650 mw full plate +1
500 cracked dusty rose prism Ioun Stone
16 warpriest kit
50 mw backpack
50 mw tool for religion checks

22141.1 GP spent
858.9 left

Special Abilities: Hide
Racial:

Celestial Crusader: +1 insight bonus to AC and attack against evil outsiders, +2Kn:Planes and Spellcraft to identify evil outsider or evil outsider effects

Incorruptible: Cast Corruption Resistance evil 1/day as a spell like ability

Halo: Can create light centered on her head at will as a spell-like ability. When using halo gain a +2 circumstance bonus on Intimidate checks against evil

creatures and on saving throws against becoming blinded or dazzled.

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WARPRIEST
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First Level:
Aura: Lawful Good

4 minor Blessings per day

Good: Glorious Presence (Minor)
War: War Mind (Minor)

Bonus feat Weapon Focus (Falchion)

Second Level:
3 uses of fervor a day. 1d6 heal or swift action spell cast

Third Level:
Bonus Combat Feat

Fourth Level:
Channel Energy (Holy) for 2 fervor

Sacred Weapon:
SwiftAction Enhance Falchion to +1 enchantment bonus that can be used for following special abilities
brilliant energy, defending, disruption, flaming, frost, keen, and shock
ghost touch, holy
axiomatic, merciful

For number of rounds equal to warpriest Level

Fifth Level:
Fervor heal goes to 2d6

Sixth Level:
Bonus Feat

Seventh Level:
Sacred Armor
SwiftAction Enhance armor to +1 enchantment bonus
can be used for following special abilities:
Energy resistance, fortification, glamered
For number of minutes equal to warpriest level

Eight Level:
Ferver Heal goes to 3d6
Sacred Weapon goes to +2

Bloodrager:

Bloodline - Celestial:

First Level:

Bloodline Power: Angelic Attacks - melee attacks are considered good aligned weapons for the purpose of bypassing DR. Deal +1d6 additional damage against

evil outsiders

Bloodrage: Can bloodrage for a number of rounds per day equal to 4 + 3 (con modifier) + 2 for every level after first = 19 rounds.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

Indomitable Stance (Ex) : At 1st level, a steelblood gains a +1 bonus on combat maneuver checks, to CMD against overrun combat maneuvers, and on Reflex

saving throws against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures.

This ability replaces fast movement.

Second Level:
Armored Swiftness (Ex)

At 2nd level, a steelblood moves faster in medium and heavy armor. When wearing medium or heavy armor, a steelblood can move 5 feet faster than normal in

that armor, to a maximum of his unencumbered speed. This ability replaces uncanny dodge.

Third Level:
Blood Sanctuary (Su)
At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus

on saving throws against spells that he or an ally casts.

Fourth Level:
Blood Casting (Su)
At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration

checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other

classes cannot be cast during this state.
Eschew Materials
At 4th level, the bloodrager gains Eschew Materials as a bonus feat.

Bloodline Power: Celestial Resistances (Ex)
At 4th level, you gain resistance 5 to acid and cold.

Fifth Level:

Armor Training (Ex)
At 5th level, a steelblood learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a

maximum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every 4 levels thereafter (9th, 13th, and 17th), these bonuses increase by

1, to a maximum 4-point reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus. This ability stacks with the fighter class

feature of the same name. This ability replaces improved uncanny dodge.

Sixth Level:

Bloodline Feat - Iron Will

Seventh Level:

Blood Deflection (Su)
At 7th level, as an immediate action a steelblood can sacrifice a bloodrager spell slot to gain a deflection bonus to AC equal to the level of the spell

sacrificed. The deflection bonus lasts until the start of his next turn. This ability can be applied after an attack roll is made against the steelblood,

allowing the steelblood to convert a hit into a miss if the deflection bonus is high enough. This ability replaces damage reduction.

Eight Level:
Conviction Bloodline Power: At 8th level, once per bloodrage you can reroll one ability check, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the GM reveals the results. You must take the second result, even if it’s worse.

Mythic:
Path Champion:

Tier 1
Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus your mythic tier. This amount is your maximum amount of mythic power.

If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Mythic Feat

Champion's Strike - Sudden Attack (Ex): As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.

Champion Ability - Impossible Speed (Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.

Tier 2

Ability Score: Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you've already increased or a different ability score.
+2 Str

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Mythic Power Attack. +3 instead of +2 on power attack increments

Spells Warpriest: Hide

Spells per day
0th
5
1st
5
2nd
5
3rd
3

Orisions (DC 12)
Detect Magic
Enhanced Diplomacy
Create Water
Purify Food and Drink
Mending

Level 1
Divine Favor x2
Detect Demon
Shield of Faith
Protection From Evil

Level 2
Burst of Radiance
Ironskin x 2
Inheritor's smite x2

Level 3
Channel Vigor
Deadly Juggernaut
Clay Skin ** Used**

Spells Bloodrager: Hide

Spells per day
1st
2
2nd
1

Spells Known
1st
* Long Arm
* Wave Shield
* Mirror Strike
* Stone Shield
2nd
* False Life **Used**
* Ablative Barrier **Used**
* Bonus Spell Bless

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Archive
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Male Archon Blooded Aasimar Warpriest of Iomedae/Steelblooded Celestial Bloodrager
LG medium humanoid
Init +4 (2 dex )
Perception + 2 (2 wis)

STR 17
DEX 14
CON 16 (+2 from race)
INT 8
WIS 14 (+2 from race)
CHA 12

DEFENSE:

AC 20 (10 + 6 armor +2 shield +2 dex )
T 12 (20 - 6 armor -2 shield)
FF 18 (20 - 2 dex )
hp 15 ( 10 + 3x1 (con) + 1x1 (class bonus))
Fort 4 (1 base + 3 con )
Ref 2 (0 base +2 dex)
Will 4 (1 base + 2 wis +1 trait)
CMD 14 (10 + 3 Str + 1 BAB)

OFFENSE:

Speed 20 ft
Melee Longsword 5 (3 str + 1 weapon focus + 1 BAB) (1d8+3/19-20/x2) 1d8+4 if THF
Space 5 Reach 5
BAB 1
CMB 4 (3 STR +1 BAB) (Conditional +2 against demons)

TRAITS::

Campaign
Stolen Fury: +2 trait bonus on all combat maneuver checks against demons
Associated Mythic Path: Champion

Race
Good Influence: You gain a +1 trait bonus on Diplomacy checks when attempting to persuade a nongood creature to make a decision that benefits the cause of good, and when persuading a nonlawful creature to make a decision in line with the laws of the region.
These bonuses stack if you attempt to persuade a nongood, nonlawful creature to take a lawful good action.

Feat Additional Traits

Religion:
Purity of Faith: +1 trait bonus on Will save and +1 trait bonus on saving throws against spells and effects from evil outsiders

Faith:
Fate's Favoured: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

FEATS:

Class: Weapon Focus Blades, Heavy
First: Additional Traits

Feat House Rules Effects:
Martial Mastery means Weapon Focus bonus feat applies to all heavy blades.
Combat Expertise combat option
Power Attack combat option
Deadly Aim combat option

SKILLS:

3 per level (4 bloodrager -1 int)

Skills with ranks

Diplomacy +5 (1 cha + 1 class +3 rank) 1 Rank
Intimidate +5 (1 cha +1 class + 3 rank) 1 Rank
Knowledge (religion) +3 (-1 int +3 class +1 rank) 1 Rank

Skills without ranks

Acrobatics +2 dex - 4 acp
Appraise -1 int
Bluff +1 cha
Climb +3 str - 4 acp
Escape Artist +2 dex - 4 acp
Fly +2 dex - 4 acp
Heal+2 wis
Perception +2 wis
Ride +2 dex - 4 acp
Sense Motive +6 (2 wis)
Stealth +2 dex - 4 acp
Survival +2 wis
Swim +3 str -4 acp

Skills that can't be used without ranks and untrained

Knowledge (planes) -1 int (+2 to identify evil outsiders from Celestial Crusader)
Spellcraft -1 int (+2 to identify evil spells)

GEAR:

Weapon: Longsword with weapon cord ( 15.1 gp)
Armor: Breastplate (200 gp)
Shield: Heavy steel (20 gp)

Misc:
Warpriest's kit (16 gp)

251.1 GP spent
48.9 GP left

Special Abilities:

Racial:

Celestial Crusader: +1 insight bonus to AC and attack against evil outsiders, +2Kn:Planes and Spellcraft to identify evil outsider or evil outsider effects

Incorruptible: Cast Corruption Resistance evil 1/day as a spell like ability

Halo: Can create light centered on her head at will as a spell-like ability. When using halo gain a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled.

Warpriest:

Aura: Lawful Good

3 Blessings per day

Good: Holy Strike (Minor)
War: War Mind (Minor)

Bloodrager:

Bloodline - Celestial:

1st level Angelic Attacks - melee attacks are considered good aligned weapons for the purpose of bypassing DR. Deal +1d6 additional damage against evil outsiders

Bloodrage: Can bloodrage for a number of rounds per day equal to 4 + 3 (con modifier) = 7 rounds. Gain +4 morale bonus to Str, Con, +2 morale bonus to Waill, -2 penalty to AC, 2 hp per HD

Indomitable Stance (Ex) : At 1st level, a steelblood gains a +1 bonus on combat maneuver checks, to CMD against overrun combat maneuvers, and on Reflex saving throws against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures.

Spells Warpriest:

Orisions (DC 12)
Detect Magic
Enhanced Diplomacy
Create Water

Level 1 (DC 13)
Divine Favor

Archive

Archive:

Male Archon Blooded Aasimar Warpriest of Iomedae
NG medium humanoid
Init +4 (0 dex + 4 feat)
Perception + 2 (2 wis)

STR 18
DEX 11
CON 14
INT 10
WIS 14
CHA 12

[archive=DEFENSE]

AC 17 (10 + 7 armor )
T 10 (17 - 7 armor)
FF 17 (17 - 0 )
hp 35 ( 8 + 5x3 + 2x4 (con) + 1x4 (class bonus))
Fort 7 (4 base + 2 con +1 cloak)
Ref 2 (1 base +1 cloak)
Will 8 (4 base + 2 wis +1 trait +1 cloak)
CMD 17 (10 + 4 Str + 3 BAB)
[/archive]

[archive=OFFENSE]
Speed 20 ft
Melee Falchion 8 (4 str + 1 weapon focus + 3 BAB) (2d4+4/18-20/x2) 1d20+8;2d4+4
Melee Radiance 9 (4 str + 1 weapon focus + 3 BAB +1 bonus) (1d8+6/19-20/x2) (+1 Cold Iron)
Space 5 Reach 5
BAB 3
CMB 7 (4 STR +3 BAB) (Conditional +2 against demons)
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[archive=TRAITS:]
Campaign
Stolen Fury: +2 trait bonus on all combat maneuver checks against demons
Associated Mythic Path: Champion

Race
Good Influence: You gain a +1 trait bonus on Diplomacy checks when attempting to persuade a nongood creature to make a decision that benefits the cause of good, and when persuading a nonlawful creature to make a decision in line with the laws of the region.
These bonuses stack if you attempt to persuade a nongood, nonlawful creature to take a lawful good action.

Feat Additional Traits

Religion:
Purity of Faith: +1 trait bonus on Will save and +1 trait bonus on saving throws against spells and effects from evil outsiders

Faith:
Fate's Favoured: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

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[archive=FEATS]
Class: Weapon Focus Falchion
First: Improved Initiative
Third: Additional Traits
Third Bonus: Power Attack
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[archive=SKILLS]
2 per level

Acrobatics +0
Appraise +0
Bluff +1
Climb +3
Diplomacy +7 (1 cha + 3 class +3 rank) 3 Rank
Disguise +1
Escape Artist +0
Fly +0
Heal+2
Intimidate +7 (1 cha +3 class + 3 rank) 3 Rank
Knowledge (planes) +0 (+2 to identify evil outsiders)
Knowledge (religion) +4 (0 int +3 class +1 rank) 1 Rank
Perception +2
Ride +0
Sense Motive +6 (2 wis + 3 class +1 rank) 1 Rank
Spellcraft +0 (+2 to identify evil spells)
Stealth +0
Survival +2
Swim +3
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[archive=GEAR]
Weapon: Radiance with weapon cord
Armor: Splint Mail
Cloak: Cloak of Resistance +1

Potion: Potion of Invisibility

Misc:
Warpriest's kit

Scale of Resistance: Three times per day as a standard action, a scale can be used to cast resist elements-but only against electricity or cold.

wand CLW x 50 (Used 12)
wand Bless x 19
silver holy symbol of Iomedae

639.15 GP
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[archive=Special Abilities]
Celestial Crusader: +1 insight bonus to AC and attack against evil outsiders, +2Kn:Planes and Spellcraft to identify evil outsider or evil outsider effects

Incorruptible: Cast Corruption Resistance evil 1/day as a spell like ability

Halo: Can create light centered on her head at will as a spell-like ability. When using halo gain a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled.

Aura: Lawful Good

5 Blessings per day

Good: Holy Strike (Minor)
War: War Mind (Minor)

Sacred Weapon

At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus.

4 per Day

4 Fervor per day
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[archive=Spells]
Orisions (DC 12)
Detect Magic
Enhanced Diplomacy
Purify Food and Drink
Create Water

Level 1 (DC 13)
Divine Favor
Shield of Faith
Protection From Evil

Level 2 (DC 14)
Bull's Strength