HP 43/43 AC 26, T 12, FF 24, CMD 20, Fort +7, Ref +4, Will +8, Init +2, Percep +13
About Lars the Crusader
Lars grew up in Kalsgard, son of a tavern owner. He wan't overly smart, but generally had a goodly bit of common sense which kept him out of trouble. He would work around the tavern cleaning up and doing some serving. He didn't really aspire to anything much beyond taking over the tavern once his father retired from the business. He did serve in the local militia, since the border with Irrisen was always a cause for concern. As he did work in a tavern, he was nowhere near a teetotaler, though not really the town drunk either.
One evening a roving priest of Pekko stopped by the tavern and wove a hell of a tale of the exploits the god and the work of his roving priests and other followers. The tales of derring do, and heroics on behalf of the oppressed and enslaved fired up Lars' imagination. He was hooked and immediately sought out a temple of the new god and offered himself up for training. His large size and strength led them to train him towards a more martial bent (not to mention not being mentally gifted). After some time spent training, he struck out as a crusader in service to his god.
However he got a bit more into the cups in service to the drunken god, and his crusades have never managed to coordinate well with any large formal efforts. Thus he has meandered all over the Inner Sea region righting wrongs, freeing slaves, and carrying out the good works of his god. Of course he was also rather potted most of the time, so it was heavy on the meandering.
Eventually he found himself with a caravan traveling the coast road in Garundi. He's still not quite fully sure how he got talked into making this trip, but he is sure his faith in Pekko will see him through no matter where he ends up.
Lars the drunken crusader
Human (Ulfen) warpriest of Pekko 6 (Pathfinder RPG Advanced Class Guide 60)
CG Medium humanoid (human)
Init +2; Senses Perception +13
AC 26, touch 12, flat-footed 24 (+11 armor, +1 Dex, +1 dodge, +3 shield)
hp 43 (6d8+13)
Fort +7 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol)), Ref +4, Will +8; +2 morale bonus vs. charm and fear, +2 vs. death
Speed 30 ft. (20 ft. in armor)
Melee rapier +7 (1d8+9/18-20)
Ranged shortbow +8 (1d6+2/×3)
Special Attacks blessings 6/day (Good: holy strike, Travel: agile feet), channel positive energy 3/day (DC 16, 2d6), fervor 6/day (2d6), sacred weapon (1d8, +1, 6 rounds/day)
Warpriest Spells Prepared (CL 6th; concentration +9)
. . 2nd—bull's strength, ghostbane dirge[APG] (DC 15), grace[APG], resist energy
. . 1st—bless, divine favor (2), shield of faith (2)
. . 0 (at will)—create water, detect magic, light, stabilize, vigor
Str 17, Dex 14, Con 14, Int 10, Wis 16, Cha 10
Base Atk +4; CMB +7; CMD 20
Feats Armor Focus, Armor Focus, Combat Casting, Combat Reflexes, Deadly Aim, Dodge, Fey Foundling[ISWG], Power Attack, Shield Focus, Step Up, Weapon Finesse, Weapon Focus (rapier)
Traits iron liver, seeker
Skills Acrobatics -4 (-8 to jump), Climb +1, Diplomacy +7, Heal +9, Knowledge (religion) +8, Perception +13, Ride +0, Sense Motive +8, Spellcraft +4, Survival +7, Swim +1
Languages Common, Skald
Combat Gear alchemist's fire (2), antiplague[APG], antitoxin, healer's kit; Other Gear mwk full plate, mwk heavy steel shield, rapier, shortbow, ale (per gallon) (2), animal harness[APG], backpack, bedroll, candle (2), chalk, everburning torch, hammer, military saddle, piton (4), sack (2), saddlebags, silk rope (50 ft.), sunrod (3), tindertwig (4), light horse, 781 gp, 5 sp
Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fervor (2d6, 6/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Fey Foundling Magical healing works better on you
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Weapon +1 (6 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Warpriest Channel Positive Energy 2d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.