Divine Commander

Nuru Anhkguard IV's page

73 posts. Alias of Valjoen_KC.


Race

Female Dwarven

Classes/Levels

Warpriest/5 | Init +5 | Per +10 | HP 11/48| AC 22, 19flat, 13touch | Fort +8 | Reflex +5 | Will +8 | CMD 19 (+2 Overrun) | CMB +10 (+4 Overrun/+2 Bullrush)

Alignment

Neutral

Strength 16
Dexterity 16
Constitution 16
Intelligence 10
Wisdom 16
Charisma 6

About Nuru Anhkguard IV

Pahmet Dwarf Warpriestess of Pharasma 5
Initiative: +5; Perception: +10;

Character Sheet:
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Statistics
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Str: 16, Dex: 16, Con: 16, Int: 10, Wis: 16, Cha: 6
Base Atk: +3
CMB: +6 (+8 Bull Rush, +10 Overrun)
CMD: 19 (21 vs. Overrun)
Feats:
Furious Focus, Improved Overrun, Power Attack, Weapon Focus (Scimitar), Weapon Specialization (Scimitar)
Traits: Fate's Favored, Reactionary, Undead Crusader
Languages: Common, Dwarven
Senses: Darkvision 60 ft.

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Defense
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AC: 22, Touch AC: 13, Flat-footed AC: 19
....(+7 armor, +3 Dex, +2 Shield)
HP: 48 (5d8+20)
Fort: +8, Ref: +5, Will: +8
....+2 vs. poison, spells, and spell-like abilities
Defensive Abilities: Deep warrior

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Offense
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Speed: 20 ft.
Melee:
..Pharasma's Gift: +1 Scimitar +8 (1d6+6/18-20)
....Power Atk: +8 (1d6+8/18-20)[/b]
....Two-Handed Power Atk: +7 (1d6+10/18-20)
..Spear: +6 (1d8+4/×3)
....Power Atk: +5 (1d8+7/x3)
Ranged:
..Sling: +6 (1d4+3)
..Spear: +6 (1d8+3/x3)
Special Attacks:
..Blessings: 5/day
....Death: From the Grave
....Repose: Gentle Rest
..Channel Positive Energy: 2/day (DC 15, 1d6)
..Fervor: 5/day (1d6)
..Relentless
..Sacred Weapon: Dam: 1d6, Atk: +1, 4 rounds/day

Spells, Skills and Special Abilities:
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Spells Prepared
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Warpriest: CL 5th; Concentration +8
..2nd Lvl: Bull's Strength (1/1), Grace (1/1), Spiritual Weapon (1/1)
..1st Lvl: Divine Favor (5/5)
..Orision: Create water, Guidance, Light, Resistance

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Skills
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Acrobatics: +6 (+2 to jump)
Appraise: +0 (+2 to assess nonmagical metals or gemstones)
Bluff: -2
Climb: -1
Diplomacy: -2 (-4 vs. creatures of a different race or culture)
Disguise: -2
Escape Artist: -1
Fly: -1
Heal: +3
Intimidation: -2
Perception: +10
Ride: -1
Sense Motive: +8 (+6 vs. creatures of a different race or culture)
Stealth: -1
Survival: +3
Swim: -1

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Special Abilities
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Blessings: (5/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision: (60 feet) You can see in the dark (black and white only).
Deep Warrior: +2 Gain a bonus to AC and grapple vs. Aberrations.
Fate's Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Fervor: (1d6, 5/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
From the Grave: At 1st level, you can take on a corpse-like visage for 1 minute, making you more intimidating and giving you undead-like protection from harm. You gain a +4 bonus on Disguise checks to resemble an undead and on Intimidate checks, as well as a +2 profane bonus on saving throws against disease, mind-affecting effects, paralysis, poison, and stun.
Gentle Rest:At 1st level, you can fill a living creature with tethargy by hitting it with a melee touch attack, causing it to become staggered for 1 round. If the target is already staggered, it falls asleep for 1 round instead. An undead that's touchedis staggered for a number of rounds equal to your wisdom modifier (+3).
Greed: +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Improved Overrun: You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you.
Power Attack: -1/+2 You can subtract from your attack roll to add to your damage.
Relentless: +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground.
Rock Stepper: Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Sacred Weapon: +1 (4 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Positive Energy: 2d6 (2/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Xenophobic: -2 diplomacy and sense motive vs. those of a different race or culture.

Gear:

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Armor
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+1 breastplate
+1 light steel quickdraw shield

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Weapons
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+1 scimitar
sling
spear

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Worn/Held
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cloak of resistance +1

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Backpack
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bedroll
flint and steel
hemp rope (50 ft.)
holy text
mess kit
pot
soap
trail rations (5)
waterskin

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belt pouch
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Money
Spell component pouch
Wooden holy symbol

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Money
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108 gp, 1 sp