Sir Holton

Mattaius Ash's page

41 posts. Organized Play character for Errestan.


Full Name

Mattaius Ash

Race

Human

Classes/Levels

Warpriest 6 | HP 45/45 | AC 23 FF 18 Touch 15 | CMB +7 CMD 18 | F +10 R + 9 W +10 | Init +5 | Perc +4 | Speed 30 ft.

Gender

Male

Size

Medium

Age

19

Alignment

Chaotic Good

Deity

Desna

Languages

Common

Occupation

Gambler

Strength 8
Dexterity 21
Constitution 14
Intelligence 11
Wisdom 16
Charisma 7

About Mattaius Ash

Mattaius Ash
Human (Taldan) warpriest of Desna 6 (Pathfinder RPG Advanced Class Guide 60)
CG Medium humanoid (human)
Init +5; Senses Perception +4
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Defense
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AC 23, touch 15, flat-footed 18 (+5 armor, +5 Dex, +3 shield)
hp 45 (6d8+12)
Fort +10, Ref +9, Will +10
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Offense
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Speed 30 ft.
Melee +1 starknife +11 (1d8+7/×3) or
. . mwk cold iron starknife +11 (1d8/×3)
Special Attacks blessings 6/day (Liberation: liberation, Luck: lucky presence), 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—aid (2), weapon of awe[APG] (2, DC 15)
. . 1st—divine favor (3), shield of faith (2)
. . 0 (at will)—detect magic, guidance, light, read magic, stabilize
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Statistics
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Str 8, Dex 21, Con 14, Int 11, Wis 16, Cha 7
Base Atk +4; CMB +3; CMD 18
Feats Martial Focus, Point-Blank Shot, Precise Shot, Quick Draw, Ricochet Toss, Starry Grace[UI], Weapon Finesse, Weapon Focus (starknife)
Traits fate's favored, resilient
Skills Acrobatics +8, Appraise +1, Climb +3, Escape Artist +6, Heal +8, Knowledge (religion) +5, Perception +4, Profession (gambler) +10, Spellcraft +4, Stealth +6, Swim +3
Languages Common
Combat Gear elixir of hiding, potion of fly, wand of cure light wounds (50 charges), alchemist's fire (6), antiplague[APG] (3), antitoxin (3); Other Gear +1 mithral chain shirt, +1 mithral heavy steel shield, +1 starknife, mwk cold iron starknife, belt of incredible dexterity +2, cloak of resistance +2, lesser talisman of beneficial winds[OA], masterwork backpack[APG], 4,261 gp
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Special Abilities
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Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.
Fervor (2d6, 6/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Martial Focus (Thrown Weapons) You have honed your skills with a group of related weapons.

Prerequisite: Base attack bonus +5.

Benefit: Choose one fighter weapon group. While wielding a weapon from this group with which you are proficient, you gain a +1 bonus
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Ricochet Toss Throwing weapon returns immediately after attack is resolved.
Sacred Weapon +1 (6 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Starry Grace Use Dexterity on starknife damage rolls.
Warpriest Channel Positive Energy 2d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.