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66 posts. Organized Play character for DM DoctorEvil.


Full Name

Khouri Saltbeard

Race

Warpriest 5 | HP:39/40 | AC: 22/9/22 | F:+7 R:1 W:+8 | Init: -1 | Perception: +7* |

About Khouri Saltbeard

Khouri Saltbeard
Male dwarf (deep delver) warpriest of Abadar 5 (Pathfinder RPG Advanced Class Guide 60)
LN Medium humanoid (dwarf)
Init -1; Senses darkvision 90 ft.; Perception +7 (+8 to determine if surprised, +9 to notice unusual stonework)
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Defense
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AC 22, touch 9, flat-footed 22 (+9 armor, -1 Dex, +4 shield; +2 deflection vs. evil)
hp 40 (5d8+12)
Fort +7, Ref +1, Will +8; -2 vs. [light] effects; +2 resistance vs. evil
Defensive Abilities deep warrior[APG]; SR 10, magic resistant[APG]
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Offense
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Speed 20 ft.
Melee +1 dwarven waraxe +7 (1d10+3/×3) or
dwarven boulder helmet +5 (1d4+2)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks blessings 5/day (Earth: acid strike, Protection: increased defense), channel positive energy 2/day (DC 15, 2d6), fervor 5/day (2d6), hatred, relentless[APG], sacred weapon (1d8, +1, 5 rounds/day)
Warpriest Spells Prepared (CL 5th; concentration +8)
2nd—align weapon, lesser restoration, spiritual weapon
1st—abadar's truthtelling (DC 14), bless, divine favor, protection from evil, shield of faith
0 (at will)—detect magic, detect poison, guidance, virtue
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Statistics
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Str 14, Dex 8, Con 14, Int 10, Wis 17, Cha 14
Base Atk +3; CMB +5; CMD 14
Feats Channel Smite, Channeling Force[ACG], Shield Focus, Step Up, Weapon Focus (dwarven waraxe)
Traits eye for quality, militant merchant
Skills Acrobatics -8 (-12 to jump), Appraise +6 (+8 to assess nonmagical metals or gemstones), Craft (jewelry) +4, Diplomacy +6, Knowledge (engineering) +4, Knowledge (religion) +4, Perception +7 (+8 to determine if surprised, +9 to notice unusual stonework), Sense Motive +7, Spellcraft +4, Survival +7; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ dwarf warpriest, minesight[ARG]
Combat Gear potion of cure moderate wounds, potion of longstrider, scroll of air bubble (x2), scroll of enlarge person, obscuring mist, remove fear, lesser restoration, wand of cure light wounds (20 charges), wand of protection from evil (10 charges), alchemist's fire (2); Other Gear +1 half-plate, +1 heavy steel shield, +1 dwarven waraxe, crossbow bolts (20), dwarven boulder helmet[ARG], light crossbow, cloak of resistance +1, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Manual of Cities)[UE], jewelrycrafting tools, masterwork backpack[APG], scroll box[UE], soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Abadar, 3,746 gp, 11 sp
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Special Abilities
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Armor/Weapon Blessings (1/day) Add 1/3 to the number of times per day the warpriest can use blessings, but he can only use these additional uses on blessings that affect weapons or armor.
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Channel Smite Channel energy can be delivered through a Smite attack.
Channeling Force As swift action, expend channel energy to grant bon to wep dmg equal num of chan dice.
Darkvision (90 feet) You can see in the dark (black and white only).
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Fervor (2d6, 5/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
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.
Minesight Dazzled in bright light and -2 to save vs. light effects.
Relentless +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground.
Sacred Weapon +1 (5 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Spell Resistance (10) You have Spell Resistance.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Warpriest Channel Positive Energy 2d6 (2/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.