WarPriestess/2 HP 18/18; Init: +1; AC: 18, T: 12, FF: 16; Fort: +5, Ref: +1, Will: +6 (+2 vs poison, spells and spell-like abilities); Perception: +5 (+7 vs unusual stonework)
Fervor 1d6 (4/day)
About Kelda Highcliff
Dwarf warpriest of Torag 2 (Pathfinder RPG Advanced Class Guide 60)
NG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +4 (+6 to notice unusual stonework)
AC 18, touch 12, flat-footed 16 (+6 armor, +1 Dex, +1 dodge)
hp 18 (2d8+6)
Fort +5, Ref +1, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
Speed 20 ft.
Melee warhammer +4 (1d8+3/×3)
Special Attacks blessings 4/day (Good: holy strike, Protection: increased defense), hatred, sacred weapon (1d6, +0, 2 rounds/day), fervor 1d6 4/day
Warpriest Spells Prepared (CL 1st; concentration +4)
. . 1st—bless, cure light wounds, protection from evil
. . 0 (at will)—detect magic, mending, read magic, stabilize
Str 14, Dex 13, Con 14, Int 10, Wis 16, Cha 8
Base Atk +1; CMB +3; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Dodge, Weapon Focus (warhammer)
Traits inspired, rich parents
Skills Acrobatics -3 (-7 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Craft (weapons) +6, Knowledge (Religion) +1, Perception +5 (+7 to notice unusual stonework), Survival +8; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
Other Gear agile breastplate[APG], warhammer, backpack, bedroll, belt pouch, chewing stick, comb (0.2 lb), flint and steel, hairbrush (0.3 lb), hemp rope (50 ft.), holy text (Torag)[UE], masterwork weaponsmithing tools, mess kit[UE], mirror, nail file (0.1 lb), pot, scissors (0.3 lb), soap, soap, spell component pouch, sponge, tooth powder (0.1 lb), torch (10), trail rations (5), waterskin, wooden holy symbol of Torag, 208 gp
Blessings (4/day) (Su) Pool of power used to activate Blessing abilities:
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
purpose of overcoming damage reduction. This additional
damage doesn’t stack with the additional damage from the
holy weapon special ability.
Increased Defense (minor): At 1st level, you can gain a
+1 sacred bonus on saving throws and a +1 sacred bonus
to AC for 1 minute. The bonus increases to +2 at 10th level
and +3 at 20th level
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Inspired Once per day as a free action, roll twice and take the better result on a skill check or ability check
Fervor 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.
The valley had been her home for as long as she could remember. Now, danger loomed on the horizon like a dark cloud. The death of their much beloved governor, and the chaos that followed was unlike anything she had seen before. There weren't many of the patrol left that she actually trusted, so she spent most of her days ensuring the safety of the farmers and merchants from the goblins that had started showing up.
The only child of Gavril and Marina Highcliff, two of the valley's most well known smiths, it was a little disappointing to her parents when her interests leaned more toward studying with the priests in their temple, than learning how to forge weapons and armor, but they loved their daughter and supported her fully.
Now years later, she sits on top of one of the hills overlooking the once peaceful valley and sighs. Nothing would ever be the same, but she hopes that someday, peace would return once again to the valley. Until then, she would do whatever it took, and go wherever she had to, to fight for her family, her friends....her home.
Kelda is 4'2", and 160lbs. She has an athletic musclar build that speaks of her training with her favorite warhammer. Crafted for her by her own father, she takes very good care of it and goes nowhere without it. She has long dark red hair that she keeps out of her face by putting part of it up into a wavy ponytail, while leaving a couple of braids framing her face. Wispy bangs cover her forehead, and she looks out on the world with thoughtful dark green eyes. Believing that life is too short to waste time with words you don't mean, Kelda values honesty over saving feelings. This sometimes leads to communication issues with her peers and family. She rarely apologizes for her honesty, but she doesn't intentionally try to hurt others as well. She believes in the good in everyone, and strives to bring that out in others by helping them any way she can. Underneath all her gruffness and bluntness, lies the heart of someone who just wants to do the most good, and inspire others to want that too.