The Rake

Jarl Purrun's page

217 posts. Alias of hustonj.


Full Name

Jarl Purrun

Race

Human (Varisian) | HP:40/40 | AC20, T11, FF19 CMD16 | F+5, R+2, W+8 | Speed 20' | Init: +1 | Perc+4, SM+11 | Hero Points 3 |

Classes/Levels

Erastalian Warpriest 4

Gender

Male

Size

Medium (5' 10", 160#)

Age

23

Alignment

LG

Deity

Erastil

Languages

Common (Taldane), Varisian, Celestial

Strength 14
Dexterity 13
Constitution 12
Intelligence 13
Wisdom 19
Charisma 12

About Jarl Purrun

Description: Out and about town, Jarl looks like most of the other young Varisian men. A warm complexion, dark hair and eyes, simple clothes with brightly colored accent pieces of a vest and some sashes. A stylized bow and arrow are suspended from his neck, though, which many recognize as a symbol of Erastil.
Girded for combat, while on duty as a member of the militia, his armor is as unassuming as his base clothing. But his weapon grips are wrapped in leather dyed a bright green, and there are ribbons wrapped around the limbs of his bow, mostly green and brown, but with one orange ribbon running up from the grip and one red one running down from it. The scabbards on his belt and his quiver are also dyed the same bright green as his weapon grips.

Reference images:
Combat
Face type
Normal Clothing

Background:
Jarl was born and raised, mostly, just outside of Sandpoint, on the family farm. Born the fifth child, he is the third eldest surviving of six. Ethnically Varisian, but not wandering or skimming from their neighbors, the Purruns have a reputation as a solid farming family who help their neighbors whenever they can. Jarl's childhood was pretty normal for Sandpoint. The Chopper was a real boogeyman for everyone in town, and during that reign of terror, he learned more about staying together and protecting each other. He had just started training with the militia and Shalelu when the old chapel burned.

All the focus on working together with your neighbors, and protecting each other, helped Jarl form a relationship with Erastil. The problems with the Chopper and the constant goblin threat pushed him into dedicating himself to the protection of his community. So, Jarl went well above and beyond the standard militia training, working with the militia trainer, Ultred of the North, to learn more about the ways of combat. He worked with Shalelu Andosana when she would visit, to learn more of archery. He also worked with the new high priest, Abstalar Zantus, to learn more of the lessons of Erastil. The combination has led to Jarl gaining the skills of a, Erastalian Warpriest.

Jarl sees protecting the citizens of Sandpoint against their enemies as his responsibility. This includes protecting them against their own anger towards each other, actually, and he works with less skill but only social weapons to defuse feuds and long-term animosity between people who should be working together. Having even less evidence against the Scarnetti family than Sheriff Hemlock, Jarl is still very concerned about the harm he fears that family is doing to the community.

Father: Djordi Purrun (45) - m - Farmer
Mother: Nadya Purrun (43) - f - Farmer
Eldest: Vasia Lupei (26) - f - Baker
Second: Besnik Purrun (24) - m - Farmer
Third: Jarl Purrun (22) - m - Warpriest of Erastil
Fourth: Treju Purrun (21) - f - Druid
Fifth: Soare Purrun (19) - m - Fighter
Sixth: Donka Olaru (18) - f - Farmer


Combat:
Init +1 (Dex+1)
Speed 20'; 30' w/o armor (worn or carried).

Melee+5, Ranged/Finesse+4, Erastil's Blessing+7, CMB+4 (BAB+3, Str+2, Dex+1, Wis+4)

Standard Attacks
MW Darkwood Composite (Str +2) Longbow +9 for 1d8+2 over 110' @ x3, P, 40 arrows
(Erastil's Blessing, WF, MW)
Longsword +5 for 1d8+2 @ 19+, S
(Melee)
Dagger +5 for 1d4+2 @ 19+, P or S or +4 over 10', 1 dagger
(Melee or Ranged)

Full-Round Attacks
MW Darkwood Composite (Str +2) Longbow Rapid Shot +7/+7 for 1d8+2 each over 100' @ x3, P

Deadeye Bowman: With Longbow, cna ignore soft cover provided by exactly one individual
Point-Blank Shot: +1 Attack & Damage for ranged targets w/i 30'
Precise Shot: No penalty for firing into melee
Sacred Weapon: +1 enhancement 4 rounds/day

AC 20, T 11, F 19, CMD 16 (Armor+9, Dex+1, BAB+3, Str+2)

HP 40 (4x8 + 4xCon+1 + 4xFavored Class+1)

Fort +5 (Base+4, Con+1)
Ref +2 (Base+1, Dex+1)
Will +8 (Base+4, Wis+4)


Magic:
Spells Prepared
Orisons: 4; DC 14
- Detect Magic
- Purify Food and Drink
- Stabilize
- Light

Level 1: 4; DC 15; can spontaneously convert to CLW
- Abundant Ammunition
- Shield of Faith
- Divine Favor
- Bless

Level 2: 2; DC 16; can spontaneously convert to CMW
- Hold Person
- Owl's Wisdom

Student of FaithCast Cure Spells at Caster Level +1

Fervor: 6 per day; DC 16; 1d6
Quickend Cast: 1 Fervor/use, makes spell personal
Channel Energy: 2 Fervor/use; 30' burst of positive energy

Blessings: 5 per day; DC 16
Cooperation (Community)
Team Effort (minor): At 1st level, you can touch an ally and grant it the blessing of cooperation. Choose one teamwork feat that you have. The touched ally gains the benefit of the chosen teamwork feat for a number of rounds equal to 1/2 your warpriest level (minimum 1). Alternatively, you can choose one teamwork feat that a touched ally has and gain the benefit of the chosen feat for a number of rounds equal to 1/2 your warpriest level (minimum 1).
Fight as One (major): At 10th level, you can rally your allies to fight together. For 1 minute, whenever you make a successful melee or ranged attack against a foe, allies within 10 feet of you gain a +2 insight bonus on attacks of the same type you made against that foe—melee attacks if you made a melee attack, or ranged attacks if you made a ranged attack. If you score a critical hit, this bonus increases to +4 until the start of your next turn.
Good
Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.
Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a good outsider or an animal with the celestial creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level).


Skills and Languages:
2 + 1 Int modifier + 1 Skilled for 4 Adventuring and 2 Background per Warpriest level
Bonus Skill Attribute+Ranks+Class+Specified(+Situational){+Normally Overridden}[Any notes]
+ 1-Acrobatics 1+0+0+ACP
+ 1 Appraise 1+0+0
+ 1 Bluff 1+0+0
+ 2-Climb (Str) 2+0+0+ACP
+ 9 Craft (Bowyer) (Int) 1+4+4 [Background]
+ 8 Diplomacy (Cha) 1+4+3
+ 1 Disguise 1+0+0
+ 1-Escape Artist 1+0+0+ACP
+ 1-Fly 1+0+0+ACP
+11+Heal (Wis) 4+4+3(+2 or +4 Healer's Satchel)
+ 1 Intimidate (Cha) 1+0+0
+ 4 Percpetion 4+0+0
+ 1 Perform 1+0+0
+11 Profession (Farmer) (Wis) 4+4+3
+ 1-Ride (Dex) 1+0+0+ACP
+11 Sense Motive (Wis) 4+4+3
+ 8 Spellcraft (Int) 1+4+3
+ 1-Stealth 1+0+0+ACP
+ 4 Survival (Wis) 4+0+0
+ 2-Swim (Str) 2+0+0+ACP

Armor Check Penalty: -5

Languages known: Common (Taldane), Varisian, Celestial


Feats and Traits:
** FEATS **
Human: Point Blank Shot
1: Precise Shot
Warpriest 1: Weapon Focus (Longbow)
3: Rapid Shot
Warpriest 3: Erastil's Blessing
(5: Savior's Arrow? Deadly Aim?
(Warpriest 6: Weapon Specialization (Longbow))
(7: Point-Blank Master (Longbow))
(9: Clustered Shots?)
(Warpriest 9: Greater Weapon Focus (Longbow))
(11: Snap Shot?)
(Warpriest 12: Greater Weapon Specialization (Longbow))
(13:)
(15:)
(Warpriest 15: Penetrating Strike?)
(17:)
(Warpriest 18: Greater Penetrating Strike?)
(19:)

** TRAITS **
Campaign: Student of Faith: You cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Religion: Deadeye Bowman: When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.


Gear:
6000 Gp Budget
x,x16.0.0 Warpiest's Kit (31#, backpack [replaced], bedroll, belt pouch*, cheap holy text, flint and steel*, iron pot, mess kit, rope, soap, spell component pouch*, torches (10), trail rations (5 days), waterskin, wooden holy symbol* [belt pouch])
x,630.0.0 MW Darkwood Composite (Str+2) Longbow (1.5#, 1d8/x3/110'/P)
x,xx3.0.0 Arrows, 60 (9#)
x,x15.0.0 Longsword (4#, 1d8/19+/S)
x,xx2.0.0 Dagger (1#, 1d4/19+/10'/P or S)
1,650.0.0 MW Full Plate (+9/+1/-5/35%/20'/50#)
1,800.0.0 Efficient Quiver (2#)
1,500.0.0 Healer's Satchel (1#)
x,x75.0.0 Ioun Torch
x,x49.0.0 MW Backpack (replacing BP in Warpriest's Kit) (2#)
x,100.0.0 Holy Symbol, Tattoo (right hand palm)
x,x25.0.0 Holy Symbol, Silver (worn around neck)
xxxFREE Explorer's Outfit (8#, sturdy boots, leather breeches, belt, shirt, vest, gloves, cloak, several large scarves or sashes, all with plenty of pockets)

For 5,865 spent and 104# weight (72.5# w/o Pack), leaving 5 GP on hand.

Light <= 58# [76# w/ pack](By armor)
Medium <= 116# [153# w/ packl](+3/-3/20'/x4 - By armor)
Heavy <= 175# [230# w/ pack](+1/-6/20'/x3)


Warpriest:
Alignment: A warpriest’s alignment must be within one step of his deity’s, along either the law/chaos axis or the good/ evil axis (see page 166 of the Pathfinder RPG Core Rulebook).
Hit Die: d8.
Parent Class(es): Cleric and fighter.
Starting Wealth: 5d6 x 10 gp (average 175 gp).
Class Skills: 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).
Skill Points at each Level: 2 + Int modifier.
Class Features
Level BAB Fort Save Ref Save Will Save Special
1st +0 +2 +0 +2 Aura, blessings (minor), focus weapon, orisons, sacred weapon
2nd +1 +3 +0 +3 Fervor 1d6
3rd +2 +3 +1 +3 Bonus feat
4th +3 +4 +1 +4 Channel energy, sacred weapon +1
5th +3 +4 +1 +4 Fervor 2d6
6th +4 +5 +2 +5 Bonus feat
7th +5 +5 +2 +5 Sacred armor +1
8th +6/+1 +6 +2 +6 Fervor 3d6, sacred weapon +2
9th +6/+1 +6 +3 +6 Bonus feat
10th +7/+2 +7 +3 +7 Blessings (major), sacred armor +2
11th +8/+3 +7 +3 +7 Fervor 4d6
12th +9/+4 +8 +4 +8 Bonus feat, sacred weapon +3
13th +9/+4 +8 +4 +8 Sacred armor +3
14th +10/+5 +9 +4 +9 Fervor 5d6
15th +11/+6/+1 +9 +5 +9 Bonus feat
16th +12/+7/+2 +10 +5 +10 Sacred armor +4, sacred weapon +4
17th +12/+7/+2 +10 +5 +10 Fervor 6d6
18th +13/+8/+3 +11 +6 +11 Bonus feat
19th +14/+9/+4 +11 +6 +11 Sacred armor +5
20th +15/+10/+5 +12 +6 +12 Aspect of war, fervor 7d6, sacred weapon +5
Spells Per Day
Level 0 1st 2nd 3rd 4th 5th 6th Sacred Weapon Damage
1st 3 1 - - - - - 1d6
2nd 4 2 - - - - - 1d6
3rd 4 3 - - - - - 1d6
4th 4 3 1 - - - - 1d6
5th 4 4 2 - - - - 1d8
6th 5 4 3 - - - - 1d8
7th 5 4 3 1 - - - 1d8
8th 5 4 4 2 - - - 1d8
9th 5 5 4 3 - - - 1d8
10th 5 5 4 3 1 - - 1d10
11th 5 5 4 4 2 - - 1d10
12th 5 5 5 4 3 - - 1d10
13th 5 5 5 4 3 1 - 1d10
14th 5 5 5 4 4 2 - 1d10
15th 5 5 5 5 4 3 - 2d6
16th 5 5 5 5 4 3 1 2d6
17th 5 5 5 5 4 4 2 2d6
18th 5 5 5 5 5 4 3 2d6
19th 5 5 5 5 5 5 4 2d6
20th 5 5 5 5 5 5 5 2d8
Weapon and Armor Proficiencies: A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat.
Spells: A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section on page 62. A warpriest must choose and prepare his spells in advance.
A warpriest’s highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher.
To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a warpriest’s spell is 10 + the spell’s level + the warpriest’s Wisdom modifier.
Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–14. In addition, he receives bonus spells per day if he had a high Wisdom score (see Table 1–3 on page 17 of the Core Rulebook).
Warpriests meditate or pray for their spells. Each warpriest must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest can prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Aura (Ex): 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 on page 266 of the Core Rulebook for details).
Blessings (Su): 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.
Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon).
Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table 1–14. These spells are cast as any other spell, but aren’t expended when cast and can be used again.
Sacred Weapon (Su): At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.
Level Small Large
1st-4th 1d4 1d8
5th-9th 1d6 2d6
10th-14th 1d8 2d8
15th-19th 1d10 3d6
20th 2d6 3d8
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 (see Table 15–9 on page 469 of the Core Rulebook). 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.
Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name.
An evil warpriest (or a neutral warpriest of an evil deity) can’t convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with “inflict” in its name.
A warpriest that is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels positive or negative energy (see Channel Energy, below).
Chaotic, Evil, Good, and Lawful Spells: A warpriest cannot cast spells of an alignment opposed to his own or his deity’s (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Bonus Languages: A warpriest’s bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.
Fervor (Su): At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier.
By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.
An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.
A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells.
As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.
Bonus Feats: At 3rd level and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The warpriest must meet the prerequisites for these feats, but he treats his warpriest level as his base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice) for the purpose of qualifying for these feats. Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level.
Channel Energy (Su): Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn’t provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability.
A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.
Sacred Armor (Su): At 7th level, the warpriest gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability a number of minutes per day equal to his warpriest level. This duration must be used in 1-minute increments, but they don’t need to be consecutive.
These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost (see Table 15–4 on page 463 of the Core Rulebook). For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other special abilities can be added.
The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest’s possession. This ability can be ended as a free action at the start of the warpriest’s turn. This ability cannot be applied to a shield.
When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his fervor.
Aspect of War (Su): At 20th level, the warpriest can channel an aspect of war, growing in power and martial ability. Once per day as a swift action, a warpriest can treat his level as his base attack bonus, gains DR 10/-, and can move at his full speed regardless of the armor he is wearing or his encumbrance. In addition, the blessings he calls upon don’t count against his daily limit during this time. This ability lasts for 1 minute.

Human:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Attributes:
25 Point Build
Base Race Level Magic Current
x5 14 +0 14 +0 14 +0 S 14 +2
x3 13 +0 13 +0 13 +0 D 13 +1
x2 12 +0 12 +0 12 +0 C 12 +1
x3 13 +0 13 +0 13 +0 I 13 +1
10 16 +2 18 +1 19 +0 W 19 +4
x2 12 +0 12 +0 12 +0 H 12 +1