Vsevolod

Izzabeau Kalahari Du Bar's page

17 posts. Alias of GYPSY ROSE.


Full Name

Izabeau Kalahari Du Bar

Race

Kelish/Dervish

Classes/Levels

Warpriest Crusader 7 init +1, HP 66, Perception +15, AC 28; Fort +11, Ref +5, Will +11

Gender

Male

Size

Medium

Age

25

Special Abilities

Lay on hands

Alignment

LG

Deity

Mitra

Location

Dark Tower

Languages

DERVISH COMMON

Occupation

Adventuer

Strength 23
Dexterity 13
Constitution 18
Intelligence 12
Wisdom 18
Charisma 10

About Izzabeau Kalahari Du Bar

Human warpriest of Mitra 7 (Pathfinder RPG Advanced Class Guide 60)
LG Medium humanoid (human)
Init +1; Senses Perception +14
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Defense
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AC 28, touch 14, flat-footed 23 (+10 armor, +1 Dex, +1 sacred, +2 deflection, +4 shield)
hp 66 (7d8+28)
Fort +11, Ref +5, Will +11
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +14 (1d8+11/19-20) or
heavy mace +12 (1d8+7)
Ranged sling +7 (1d4+7)
Special Attacks blessings 7/day (Good: holy strike, Healing: powerful healer), channel positive energy 4/day (DC 16, 2d6), fervor 7/day (2d6), sacred weapon (1d8, +1, 7 rounds/day)

Warpriest Spells Prepared (CL 7th; concentration +11)
3rd prayer, magic vestment
2nd (DC 15) bulls strength, shield other, silence, spiritual weapon
1st (DC 14) [divine favor[x3][x2], endure elements, protection from evil,
0 (at will) purify food and drink, detect magic, light, mending, guidance

Contagious Zeal
School: enchantment (compulsion) [emotion, mind-affecting]
Level: Bard: 2; Skald: 2; Cleric: 3; Oracle: 3; Warpriest: 3; Inquisitor: 3; Psychic: 3; Sorcerer: 3; Wizard: 3; Arcanist: 3; Spiritualist: 3
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
Source: Occult Adventures
Summary: Grant bonuses and temporary hit points that spread from creature to creature.
The target gains a +2 morale bonus on attack rolls and weapon damage rolls, 1d6 temporary hit points, and a +4 morale bonus on saving throws against fear effects and to the DC of Intimidate checks attempted against her. Once per round, the target can select one other creature to gain this bonus as well. The chosen creature can be no farther from the target than 25 feet + 5 feet for every 2 caster levels you possess, and a creature can't be selected more than once in this way. Such allies gain only the bonuses and temporary hit points; they don't continue to spread it to other creatures. The additional creatures' bonuses and temporary hit points share the original spell's duration, so when that duration ends, all affected creatures lose their bonuses and any remaining temporary hit points from this spell.

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Statistics
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Str 21 (23), Dex 13, Con 16 (18), Int 12, Wis 16 (18), Cha 10
Base Atk +5; CMB +11; CMD 22
Feats Furious Focus[APG], Greater Weapon Of The Chosen[ACG], Improved Weapon Of The Chosen[ACG], Power Attack, Vital Strike, Weapon Focus (longsword), Weapon Of The Chosen[ACG], Weapon Specialization (longsword)
Traits fate's favored, seeker
Skills Acrobatics -4 (-8 to jump), Heal +14, Knowledge (religion) +13, Perception +15, Sense Motive +13
Languages Common, Goblin
Combat Gear scroll of lesser restoration, lesser restoration, wand of cure light wounds; Other Gear +1 full plate, +1 longsword, heavy mace, sling, sling bullets (10), bandages of rapid recovery[APG], boots of the cat[UE], belt of physical perfection (str, con) +2, cloak of resistance +2, handy haversack, headband of inspired wisdom +2, belt pouch, flint and steel, mess kit[UE], scroll case, 21x Animal feed (per day) 1.05 gp
Horse, light, Bit and bridle, Saddle, riding, +1 composite longbow (+1 str), +2 heavy steel shield, +2 ring of protection, 882 gp, 2 sp
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Special Abilities
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Blessings (7/day) (Su) Pool of power used to activate Blessing abilities. Blessings (minor) A warpriest can call upon the power of his blessings 7 times per day DC 15:

* Powerful Healer As a swift action, treat any cure spell as if it were empowered, causing it to heal 50% more damage (or deal 50% more damage if used against undead).

* Holy Strike touch one weapon and for 1 minute, this weapon deals an additional 1d6 points of damage against evil creatures and is treated as good for the purposes of overcoming damage reduction.

Sacred Weapon Weapons you have weapon focus in are imbued with divine power.

* Increased damage dice (1d8).

* for 7 rounds per day as a swift action give your chosen weapon a +1 enchantment bonus or brilliant energy, defending, disruption, flaming, frost, keen, shock, ghost touch, holy, axiomatic, or merciful abilities.

Cleric of Mitra +1 sacred bonus to hit, damage, saves, and armor class.?

Cleric of Mitra: +1 Divine bonus to attack, damage, armor class and saving throws.?

Sacred Weapon +1 (7 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.

Weapon of the Chosen As swift act, deity's fav wep counts as magic for next attack, may reroll conceal miss chance once.

Weapon of the Chosen, Improved As swift act, deity's fav wep gains 1 align aspect of deity. deity's fav wep gains 1 align aspect of deity or cold iron and silver if neutral.

Greater Weapon of the Chosen When using deity's fav weapon to atk, roll 2 dice and use higher. When making a single attack using deity's fav weapon, roll 2 dice and use higher.

Vital Strike Standard action: x2 weapon damage dice. When making a single attack do x2 weapon damage dice.

Weapon of the Chosen As swift act, deity's fav wep counts as magic for next attack, may reroll conceal miss chance once.

Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn. Do not take the usual Power Attack penalty to hit on his first attack each round.

Weapon Focus (Longsword) +1 to hit with chosen weapon.

Weapon Specialization (Long Sword) +2 damage with chosen weapon.

Fervor (2d6, 7/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.

Fervor 7 times per day heal self for 2d6 damage as a swift action. As a standard action, he can heal a touched ally for 2d6 damage or harm an undead for 2d6 damage as a touch attack. He can also spend fervor to cast any warpriest spell as a swift action, without somatic components or provoking an attack of opportunity. If he casts a spell this way, it can only affect him, iven if it normally affects multiple targets.

Warpriest Channel Positive Energy 2d6 (4/day, DC 16) (Su) Positive energy heals the living and harms the undead;

Channel Energy Spend two uses of fervor to channel positive energy, either healing living creatures or harming undead creatures (his choice) in a 30-foot-radius burst for 1d6 damage. Undead can make a DC 15 Will save for half.

XP: 9160 = 50+150+480+480+ 2686+ 5314

Light Load 100 Medium Load 200 Heavy Load 300

Total Carried 29 lbs
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Special Qualities
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Aura Lawful Good aura

Bonus Feat Humans gain a bonus feat [Weapon of the Chosen].

Bonus Feats War priests gain a bonus feat at 3rd level and every three levels

[Power Attack (3rd), Weapon Specialization (6th)]
FCB – 6/6 of a bonus feat [Vital Strike]

Fates Favored increase luck bonuses by 1.

Focus Weapon Gain weapon focus as a bonus feat.

Seeker gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Skilled Humans gain an extra skill point every level.

Spells Casts divine spells drawn from the cleric spell list.
Spontaneous Casting Spontaneously cast heal spells in place of a prepared spell.

Quote from discussion page 1
Thanks for putting my PC into hero lab. Everything appears fine except hero lab couldn’t/didn’t calculate this:

brvheart wrote:
FYI, all clerics and cleric types of Mitra are LG. They are poor and start with 10% less gold, but gain a +1 bonus to all of their attacks and defenses (+1 Divine bonus to Atk/Dam/AC/Saves) while in the area of the module. There will be additional benefits later.

With this adjustment every thing else is fine except my gold even after the minus 10%. Math was never my strong suit. I will use the hero lab data in my alias with the above adjustments.

Appearance:
Iz-Dubar is a giant and massive man standing a full head over six feet, broad shouldered and deep of chest, with a massive corded neck and heavily muscled limbs with gnarled callused hands that attest to a life of hard labor. The warpriest is well tanned, from constant exposure to the elements, with walnut colored, weathered skin, that accentuates the hard, dangerous lines of his body.

The large man has sinister, yet handsome face that always looks like he’s about to laugh or scowl. His face is framed by slicked dark flowing hair with a luxurious mustache and a well-trimmed beard the same color. His gaze is knowing and penetrating with grey eyes, the color of the sky right before a storm, that appear to miss little.

The imposing man looks older than his years and carries himself with an air of confidence. Iz-dubar favors fine heavy armor and he always has his longsword within easy reach.

Personality:
Iz-Dubar is a serious and ardent worshiper of Mitra, The Scales of Justice. As such he tries to exercise temperance and charity on his journey towards self-perfection. He is stoic but is stern when necessary, often standing up for the down trodden and oppressed. While Iz-dubar is dour those who are close to him appreciate his wry sense of humor.
The big man is a lover of debate, learning, and physical challenges, embracing these as experiences on his path of enlightenment.

Additionally, Iz-Dubar is polite, soft spoken, and well-mannered but isn’t afraid to speak his mind. His deep voice often gives advice in riddles, aphorisms, and metaphors with a knowing look.

Background:

Iz-Dubar knelt on the finely carpeted floors of his chambers, facing west, toward the stetting sun. As the warpriest knelt he looked out the large window waiting for the moment the sun kissed and then dipped below the horizon. His voice , a deep bass, began to fill the room with his chanting prayer to Mitra. While he prayed his thoughts drifted to the past….
Iz-Dubar, the son of Magistrate Iz-Ammon was born into a life of affluence and privilege. His home was in the Garden district of Kritius and at the age of 8 he began training as,a,priest,of,Mitra. He excelled at the martial training of his order and charged with bringing Mitra’s Justice throughout the lands.

nodded his head in agreement with George’s remarks. When he has the opportunity he gives 10% of the coin he received to Father Cornelius for the shrine.

”Until the townsfolk do an overt evil act in my presence I suggest we leave them be. It appears that our best course of action is to go down and see if we can root out this evil and find the missing caravan members.”

It seems you knew my path before I did. Is it our quest to restore this place to it former glory and expunge the evil that has infested this place?” Iz asked.

Later when he puts on the ring Iz is startled by the appearance of the handsome warrior. It takes Iz a few seconds to respond, ”Hail and well met George! Blessings of Mitra be poured down upon you as well. I am Iz-dubar warrior priest in service to Mitra. To what do we owe the honor of your company?”

Ring of prot. +2 (Avaarkis or Merth): 1d20 ⇒ 3
Belt of con +2 (Avaarkis): 1d20 ⇒ 20
Heavy shield +2 (Seth): 1d20 ⇒ 2

While the others go through the cultist’s equipment Iz-Dunbar stepped to the side and gave a short prayer of thanks, ”All praise and glory be to Mitra. We are thankful for the Justice of your uplifting hand in our battles.”

He agreed, ”That ring is an abomination and should be destroyed.”

Mitra be praised, the astonished warpriest thought. With the sounds of battle still flowing around him Iz-dubar grabbed his dropped sword and regained his feet. Aloud he shouts, Mitra’s justice prevails!

As the halberd cleaved into him Iz-dubar fell with a look of joy on his face. Content with the fact that he fell in Mitra’s

As the blow landed Iz-dubar let out a mighty cry, ”Let the scales be balanced!” He smiled as he felt the warm glow of his deity’s healing power flow through him.

Iz-dubar also retires for the night. Performing his evening ablutions and prayers before getting into bed.

The warpriest woke early to begin his prayers. He knelt facing the rising sun and quietly performed his morning devotions. Once he was done he hated for a blessing of protection from the heat of the day.

Iz-dubar entered the tavern with Ratel and stood in the entryway while his eyes adjusted to the dim interior light. As he stood there he is assaulted by the pungent smell of incense, spices, and sweat. Slowly he looked around the chaotic tavern, ”Many thanks my friend but no I will find a quiet table. I have much to consider after talking to the old Prefect.”

Snakes indeed, Iz-dubar thought while he raise his hand to his forehead, reducing the glare of the sun while he eyed eyed the mounded guards. ”Hopefully Mitre wills it that we encounter no snakes on this journey,” he offered, as the sweat ran down his back in the sweltering heat. ”However, Iz-dubar needs no instruction handling a weapon.

He turned to Slim Jim, ”May being good in a pinch be good enough but remember you stick the pointy end in your enemy, after that you should be fine.”

Slim" Jim Feb 20, 2023
Skills: Poltur
I've got a warpriest I play on another table on the forums, they're great. He went down the arsenal chaplain route with lots of vital strike feats (including Gorum's fighting technique). Don't forget you can use vital strike with bows which is situationally very handy.

Iz-dubar Feb 20, 2023
Active Conditions:
Animate Dream Shopkeep
Arsenal chaplain is a great archetype especially if you are already using a weapon with large damage dice. I forgot about vital strike’s interaction with bows, thanks.