Full Name |
Maraxus |
Race |
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex, ) | Fort +4, Ref +1, Will +4 |
Classes/Levels |
| HP 9/13 | Blessings (DC 12) 3/3 | Cond: |
Gender |
Male Human warpriest 1 | CN Human (Chiliax) | Init +6, Senses Perception +3 | Aura aura of chaos, |
Deity |
Gorum |
Strength |
18 |
Dexterity |
12 |
Constitution |
14 |
Intelligence |
10 |
Wisdom |
14 |
Charisma |
8 |
About Maraxus Keld
Maraxus
Male Human warpriest 1
CN Medium humanoid (human)
Init +6, Senses Perception +3
Aura aura of chaos,
=================================================
DEFENSE
=================================================
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex, )
hp 13 ((1d8)+5)
Fort +4, Ref +1, Will +4
=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee lucerne hammer +5 (1d12+6)
Melee greatsword +4 (2d6+6/19-20)
Melee dagger +4 (1d4+4/19-20)
Ranged dagger (thrown) +1 (1d4+4/19-20)
Melee armor spikes +4 (1d6+4)
Melee gauntlet +4 (1d3+4)
Special Attacks Sacred Weapon,
Prepared Spells
Warpriest (CL 1st; concentration +3)
1st-divine favor(DC ), shield of faith(DC 13)
0th-guidance(DC 12), light, resistance(DC 12)
=================================================
TACTICS
=================================================
=================================================
STATISTICS
=================================================
Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 8,
Base Atk +0; CMB +4; CMD 15
Feats Improved Initiative, Toughness, Weapon Focus (Lucerne Hammer)
Skills Heal +6, Knowledge (Religion) +4, Perception +3,
Traits Fate's Favored, Veteran of Battle (Gorum),
Languages Common
SQ aura, aura of chaos, blessings, bonus feat, bonus languages, focus weapon, orisons, skilled, spontaneous casting, strength surge, war mind, weapon and armor proficiency,
Combat Gear rations (trail/per day) (5), torch (5), potion of cure light wounds,
Other Gear lucerne hammer, banded mail (armor spikes), cold-weather outfit, backpack, masterwork, outfit (explorer's), rope (hemp/50 ft.), greatsword, dagger, armor spikes, gauntlet, 21.45 gp
=================================================
SPECIAL ABILITIES
=================================================
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).
Aura of Chaos (Ex) You project a faint chaotic aura.
Blessings (Su) You can call upon the power of your blessings 3 times per day. The DC for these blessings is 12
Bonus Feat Humans select one extra feat at 1st level.
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.
Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
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).
Focus Weapon (Lucerne Hammer)
No Racial Subtype You have chosen no racial subtype.
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) Sacred weapons (including his deities favored weapon and all weapons with Weapon Focus) can do base 1d6 damage instead of the weapons normal base damage. 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 D. 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.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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
Strength Blessing
Strength Surge (Su) As a swift action you can focus your own strength. You gain an enhancement bonus equal to 1 on melee attack rolls, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks for 1 round.
Veteran of Battle (Gorum) You have fought in several battles, and each time felt the presence of Gorum guiding your sword-arm, making you ready to act at a moment's notice. You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.
War Blessing
War Mind (Su) You can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.
Weapon and Armor Proficiency 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.