Iomedae

Hellknight Belinda Daggerforge's page

21 posts. Organized Play character for Heathwool.


Full Name

Belinda Daggerforge

Race

| HP 24/53 | AC 27 T 12 FF 26 | CMB +11, CMD 22 | F: +7, R: +3, W: +7, +4 resist Divination, +1 vs Chaos descriptor | Init: +0| Perc: +2, SM: +6

Classes/Levels

| Speed 30, 20ft in armor | Smite Chaotic: 1/1, Fervor 3/5, Blessing 6/6 | Spells: 0 5, 1 5/5 2 3/4, 3 0/1 | Active conditions: Haste, Bull's Strength, Deific Obedience, Hellknight Obedience, This Girl Is On Fire!

Gender

Female LN Human (Cheliax) Warpriest (Champion of the Faith) 7

Size

Medium

Age

30

Special Abilities

Smite Chaos

Strength 17
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 14
Charisma 16

About Hellknight Belinda Daggerforge

Belinda Daggerforge
Female human (Chelaxian) warpriest (champion of the faith) of Pharasma 7 (Pathfinder RPG Advanced Class Guide 60, 128)
LN Medium humanoid (human)
Init +0; Senses Perception +2
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Defense
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AC 26, touch 12, flat-footed 26 (+10 armor, +1 deflection, +4 shield, +1 trait; +2 deflection vs. chaotic)
hp 53 (7d8+15)
Fort +7, Ref +2, Will +7 (+4 to resist divination spells and spell-like ablities); +1 trait bonus vs. spells and effects with the chaos descriptor; +2 resistance vs. chaotic
Defensive Abilities sacred armor (+1, 7 minutes/day)
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 evil outsider-bane adamantine dagger +12 (1d8+6/19-20 plus 2d6 vs. Evil Outsider) or
. . cold iron dagger +11 (1d8+5/19-20) or
. . dagger +11 (1d8+5/19-20) or
. . dagger +11 (1d8+5/19-20) or
. . dagger +11 (1d8+5/19-20) or
. . (L) mwk dagger +10 (2d6+5/19-20) or
. . (H) mwk dagger +8 (3d6+6/19-20) or
. . mwk silver dagger +12 (1d8+4/19-20) or
. . wooden stake +8 (1d4+3)
Special Attacks blessings 6/day (Death: from the grave, Healing: powerful healer), fervor 5/day (2d6), sacred weapon, smite chaotic 1/day (+3 attack and AC, +7 damage)
Warpriest (Champion of the Faith) Spells Prepared (CL 7th; concentration +9)
. . 3rd—prayer
. . 2nd—bear's endurance, bull's strength (2), inheritor's smite
. . 1st—divine favor (2), magic weapon, protection from evil, shield of faith
. . 0 (at will)—create water, detect magic, guidance, light, mending
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Statistics
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Str 17, Dex 10, Con 14, Int 10, Wis 14, Cha 16
Base Atk +5; CMB +8; CMD 19
Feats Arcane Armor Training, Deific Obedience, Hellknight Obedience, Power Attack, Shield Focus, Skill Focus (Intimidate), Weapon Focus (dagger), Weapon Specialization (dagger)
Traits defender of the society, hellknight inquisitor
Skills Acrobatics -6 (-10 to jump), Climb +1, Diplomacy +7, Intimidate +11, Knowledge (arcana) +1, Knowledge (planes) +5, Knowledge (religion) +6, Sense Motive +6, Spellcraft +8, Survival +6, Swim +1
Languages Common
SQ +4 to will saves to resist divination spells and spell-like abilities, detect alignment
Combat Gear oil of bless weapon, potion of fly, potion of heroism, potion of lesser restoration, potion of protection from evil, wand of bless (50 charges), wand of cure light wounds (50 charges), acid (4), alchemist's fire (2), alkali flask[APG], holy water (2), liquid ice[APG] (2), weapon blanch (ghost salt); Other Gear +1 Hellknight plate[ISWG], +1 heavy steel shield, +1 evil outsider-bane adamantine dagger, cold iron dagger, dagger, dagger, dagger, mwk dagger, mwk dagger, mwk silver dagger, wooden stake[APG], handy haversack, headband of alluring charisma +2, knight-inheritor’s ring, signifer mask, bedroll, belt pouch, flint and steel, hammer, hemp rope (50 ft.), holy text (Bones)[UE], mess kit[UE], necklace of garlic bulbs (2 lb), pot, soap, spell component pouch, sunrod, torch (10), trail rations (5), waterskin, wooden holy symbol of Pharasma, 86 gp, 5 sp
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Special Abilities
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+4 to Will saves to resist divination spells and spell-like abilities +4 to Will saves to resist spells and spell-like abilities.
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Detect Alignment (Sp) As a move action, focus on target in 60 ft to learn if has opposed alignment.
Fervor (2d6, 5/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Hellknight Obedience (Order of the Gate) Performing daily Hellknight reckonings grants you special boons.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Armor +1 (7 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 (Su) When using sacred weapon, increase damage dice.
Smite Chaotic (1/day) (Su) As a swift action, gain +3 att, +7 dam, and +3 to AC vs. chaotic foe in sight.

botting:
Likes to start combat by either Swift action self buff with Divine Favor (prepped 2) or Bull's Strength (x2), or buff entire group with Wand of Bless.

Typical Combat is trying to get into position, using the +1 Adamantine Evil-Outsider Bane Dagger to deal some damage. On particularly easy to hit creatures, use PA.

Once 1/2 or less, either 5ft step to avoid AoO to Swift Healer's Blesing, Cure Moderate Wounds, or Swift cast Cure Moderate (doesn't provoke). Fervor if out of spells.

If Allies dieing, 5ft to them, or provoke to get to them. Will use CL or CMW and attempt to do Healer's Blessing.

Have a wand of clw and bless. Don't care if others use them. However, being LN and fair, will also suggest using theirs on them.

Have 1/day Bless Weapon and Smite Chaotic. If we know going to fight BBEG, buff bless weapon before entering. Smite Chaotic obvious BBEG, using move action Detect Chaos if needed.