Amiri

Hadrak's page

1 post. Organized Play character for -Karma-.


About Hadrak

Hadrak
Half-orc warpriest of Gorum 3 (Pathfinder RPG Advanced Class Guide 60)
CN Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 23, touch 11, flat-footed 22 (+9 armor, +1 Dex, +3 shield)
hp 24 (3d8+6)
Fort +7, Ref +5, Will +7
Defensive Abilities sacred tattoo[APG]
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee cold iron bardiche +6 (1d10+6/19-20) or
. . mwk horsechopper +8 (1d10+6/×3) or
. . nodachi +6 (1d10+6/18-20) or
. . silver light mace +6 (1d6+4)
Ranged darkwood composite longbow +5 (1d8+3/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with cold iron bardiche, 10 ft. with masterwork horsechopper)
Special Attacks blessings 4/day (Strength: strength surge, War: war mind), fervor 3/day (1d6), sacred weapon (1d6, +0, 0)
Warpriest Spells Prepared (CL 3rd; concentration +5)
. . 1st—divine favor (2), protection from evil, shield of faith
. . 0 (at will)—detect magic, light, read magic, stabilize
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Statistics
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Str 18, Dex 14, Con 14, Int 7, Wis 14, Cha 9
Base Atk +2; CMB +6; CMD 18
Feats Combat Reflexes, Shield Brace, Shield Focus, Weapon Focus (horsechopper)
Traits fate's favored, veteran of battle
Skills Acrobatics -3 (-7 to jump), Intimidate +1, Perception +5; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ orc blood
Combat Gear wand of cure light wounds, alchemist's fire (2); Other Gear mwk full plate, darkwood heavy wooden shield, cold iron bardiche[APG], darkwood composite longbow (+3 Str), mwk horsechopper[ARG], nodachi[UC], silver light mace, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol, 738 gp
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Special Abilities
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Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Fervor (1d6, 3/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Shield Brace Can use 2 handed spear/polearm with shield, but take the ACP of shield as pen to attack.

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