Quick View Stats for Combat:
Initiative: +1 (+1 Dex)
Whether created by the forces of Nex or Geb, the war forged now known as Harness may never know. Once rescued form the Warforged facility by a team of Pathfinders, Harness was the victim of a most audacious kidnapping, and subsequently found himself in service to a noble in Magnimar. The odious fellow had amassed a small army of Warforged servitors, fulfilling a dizzying array of mundane and not so mundane tasks. Harness was the only dedicated battle 'forge among them - apparently the noble had a general disdain for physical combat and a rather healthy fear of 'forged "going rogue". Which, as it happened, is exactly what happened, only somewhat after the noble himself was deceased. Quite unexpected it was, and highly advantageous for Harness.
Harness and Snyk
The warforged dropped the creature and turned on his war forged "kin". They were slow, and lumbering compared to him, he who had been created for war and savagery. They were mere bodyguards, but he, he was a warrior, a shining exemplar of battle.
He named himself. Harness. What was - harnessed. What is, a harness of his own, his own engine of belief and destruction. And he is free. Free to think, feel and do as he wished, and with his new friend Snyk, honourable and kind Snyk, who looks to Harness, who helps him plan and make his way in this world. Together they will find their destiny, of this Harness is sure...
Once paired up with Snyk, and with a penchant for adventure after his ordeal of subjugation, Harness found himself eminently suited to a more carefree, itinerant lifestyle of choice and abandon.
Harness is naive, but not entirely stupid. He misses most social cues, mostly from a complete lack of experience.
Score (modifier) (point cost) (racial bonus) (level up)
Str : 18 (17) (+4)
Dex: 12 (2) (+1)
Con: 16 (5) (+3) +2
Int: 10 (0) (+0) -2
Wis: 8 (0) (-1) -2
Cha: 6 (-2) (-2)
AC: 20, touch 11, flat-footed 19 (+8 armor, + 1 Dex, +1 shield, +0 size, +0 natural)
HP: 21 (Full first lvl = 10, half second level (Warpriest: 4), +6 Con, +1 Favored Class)
Fort +7 (2 + 3 + 2 ), Ref +1 (0 + 1 + 0), Will +1 (0 - 1 + 2)
Initiative: +1 (+1 Dex)
Speed 20 ft.
Base Atk: +1
CMB: +5 (+1 BAB, +4 str) CMD: 16 (10, +1 BAB, +4 str, +1 dex)
Melee: Heavy Flail +6, 1d10 +6 19-20 x2 (+4 Str, +1 BAB, +1 Weapon Focus) (+6 THF)
Ranged: Javelin +2, 1D6 +4 x2 (+1 Dex, +1 BAB) (+4 Str)
Heavy Crossbow +3, 1d10 x3 (+1 Dex, +1 BAB, +1 Weapon Focus)
Favored Class Bonus Fighter : Hit points
Anatomist Benefit: You gain a +1 trait bonus on all rolls made to confirm critical hits.
Improvisational Equipment Benefit: When using an item for anything other than its intended purpose—such as using a crowbar as a grappling hook or an old shirt to bandage a deadly wound—reduce the improvisation penalty by 2. This does not apply to improvised weapon penalties. Your GM may rule that some things are just not suitable for use in certain ways; for example, gluing a dead orc’s face to your own face won’t help you disguise yourself as an orc.
[2: 1 1st level, 1 Fighter]
Adamantine Body: Your armor bonus is increased to +8 and you gain damage reduction 2/adamantine. However your base speed is reduced to 20 feet, and you are considered to be wearing heavy armor. You have a +1 maximum Dexterity bonus to AC, a -5 penalty on all skills checks that armor check penalties apply to and an arcane spell failure of 35%.
Weapon Focus: Heavy Flail
bb]Weapon Focus[/b]: Heavy Crossbow
The fighter's class skills are: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
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).
Skills: (4 = 4 ranks x Fighter 1, 2 x Warpriest 1, +0 int) (2 background)
Warforged Racial Abilities:
Type Natural humanoid (living construct)
Ability Modifiers +2 Constitution, -2 Wisdom, -2 Charisma
* Warforged are immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition and energy drain.
* A warforged cannot heal naturally.
* Unlike other constructs warforged are not immune to critical hits, non-lethal damage, stunning, ability damage, ability drain, death effects and necromancy.
* As living constructs warforged can be affected by spells that target living creatures as well as those that target constructs. Warforged can be healed by the Cure light wounds and Repair light damage spells however, they are vulnerable to disable construct and harm. However, spells from the healing sub-school and supernatural abilities that restore hit point damage or ability damage provide only half their normal effect.
*A warforged takes damage from heat metal, chill metal, repel wood, rusting grasp and Repel metal and Stone as if it were wearing metal armour.
* Strenuous activity does not risk further injury to a warforged that has dropped to 0 hit points.
* A warforged can be raised or resurrected.
* Warforged do not need to eat, sleep or breathe but can still benefit from consumable items.
* Warforged also receive a +2 armor bonus but cannot wear robes or armor though, a warforged can be enchanted.
* Light Fortification (EX) a warforged has a 25% chance of reducing the damage of a critical or sneak attack into a normal hit.
* Warforged have a natural attack that deals 1d4 damage.
* Living Construct: Warforged are living constructs and do not need to eat, drink, sleep or breathe. Composed of stone, metal and wood; physically powerful; come in multiple sizes and designs; an iscription called ghulra can disable material controls and material spell damage
The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Aura 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 detect evil).
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).
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. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.
If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.
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.
Communal Aid (minor): At 1st level, you can touch an ally and grant it the blessing of community. For the next minute, whenever that ally uses the aid another action, the bonus granted increases to +4. You can instead use this ability on yourself as a swift action.
Heavy Flail 1d10 19-20 x2, B, 10 lbs, 15 gp, (disarm, trip)
Longspear 1d8 x3, P, 9 lbs., 5 gp
Spiked Gauntlet 1d4 x2, P, 1lb., 5 gp
Light Mace, 1d6 x2, B, 4 lbs., 5 gp
Javelins (2) 1d6 x2, P, 4 lbs., 2 gp ,
(Sub-total - 28 lbs, 32 gp)
(Sub-total 1 lbs., - 2 gp)
Total equipment cost: 39 gp, 0 sp. (of xx starting funds)
Capacity: light: xx lbs. or less Medium: xx-xx lbs. Heavy: xx-xx lbs.