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Jax the Wanderer's page

38 posts. Organized Play character for WerePox47.


Full Name

Jax the Wanderer

Race

HP 10/10 | AC 17 | T 11 | FF 16 | CMD 14 | Fort +5 | Ref +3 | Will +6 | Init +1 | Perc +7 | SM +6

Classes/Levels

Usable:
Blessings 3/3

Strength 17
Dexterity 12
Constitution 12
Intelligence 10
Wisdom 15
Charisma 12

About Jax the Wanderer

Crunch:

Jax the Wanderer
Male Half-Orc Warpriest 1
CG Medium Humanoid
Init +1; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 10 (1d8+2)
Fort +5, Ref +3, Will +6
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Offense
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Speed 20 ft.
Melee Falchion +5 (2d4+4/19-20/×2)
Spell Like Abilities (CL 1st)
Warpriest Spells Prepared (CL 1st; concentration +3):
1st (2/day)—divine favor, shield of faith
0 (at will)—stabilize, detect magic, guidance
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Statistics
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Str 17, Dex 12, Con 12, Int 10, Wis 15, Cha 12
Base Atk +0(+1); CMB +3; CMD 14
Feats Endurance, Weapon Focus(Falchion)
Traits Fates Favored, Tomb Raider
Skills Climb -1, Diplomacy +1, Heal +2, Perception +7, Sense Motive +6, Survival +2, Swim -1
Languages Common
SQ Blessings (3/day), Focus Weapon(Falchion), Sacred Weapon(Falchion), Spontaneous casting, Agile Feet(minor), Unlucky Presence(minor)
Other Gear Falchion, Scale Mail, Pathfinder's kit, Wooden Holy Symbol(Desna), Hot Weather Outfit, Extra WaterSkins(2), 2gp
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Special Abilities
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Agile Feet At 1st level, as a free action you gain increased mobility. For the next round, you ignore all difficult terrain and take no penalties for moving through it.
Blessings Luck and Travel
Darkvision (60 feet) You can see in the dark (black and white vision only).
Focus Weapon Gain Weapon Focus with chosen weapon.
Sacred Tattoo Half-orcs with this racial trait gain a +1 luck bonus on all saving throws.
Sacred Weapon BaB is equal to HD with Focus Weapons.
Shaman's Apprentice Half-orcs with this trait gain Endurance as a bonus feat.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Unlucky Presence At 1st level, as a swift action you can cause an adjacent opponent to become unlucky. If you succeed at a melee touch attack, that opponent takes a –2 penalty on AC against your attacks and saving throws against your spells.