Tef-Naju

Placidus Utilinus's page

252 posts. Alias of Brian Minhinnick (RPG Superstar Season 9 Top 16).


Race

HP: 63/63; AC 22, touch 13, flat-footed 19; Fort +9, Ref +6, Will +9

Classes/Levels

Elemental Assault 4/6; Blessings 4/4; Fervor 4/6; Sacred Weapon 4/4

About Placidus Utilinus

Suli Warrior 1/Brawler (snakebite striker) 1/Warpriest of Pantheon 4
LN Medium outsider (native)
Init +4; Senses darkvision 60', low-light vision; Perception +10
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Defense
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AC 22, touch 13, flat-footed 19 (+7 armor (attuned), +2 Dex, +1 dodge, +2 shield)
hp 63 (6 HD; 3d8+3d10+12)

Fort +9, Ref +6, Will +9

Resist acid 5, cold 5, electricity 5, fire 5

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Offense
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Speed 30 ft. (20 ft. in armor)

Melee unarmed strike +9 (1d6+3) (attuned)

[dice=Attack on ]1d20+9-1[/dice]
[dice=Damage]1d6+3+2[/dice]

Ranged atlatl +6 (1d6+2)

Special Attacks blessings 4/day (Destruction: destructive attacks, Repose: gentle rest), fervor 6/day (1d6), sacred weapon (1d6, +0, 2 rounds/day), sneak attack +1d6

Blessings (4/4)
Destructive Attacks (minor): At 1st level, you can touch an ally and bless it with the power of destruction. For 1 minute, the ally gains a morale bonus on weapon damage rolls equal to half your level (minimum 1).

Gentle Rest (minor): At 1st level, you can fill a living creature with lethargy 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 creature that’s touched is staggered for a number of rounds equal to your Wisdom modifier (minimum 1).

Warpriest Spells Prepared (CL 2nd; concentration +5)
. . 2nd - ironskin, weapon of awe
. . 1st - shield of faith, shield of faith, shield of faith, shield of faith
. . 0 (at will) - create water, purify food and drink (DC 14), resistance, spark (DC 14)

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Statistics
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Str 14, Dex 14, Con 14, Int 10, Wis 18, Cha 10
Base Atk +5; CMB +7; CMD 20

Feats Incremental Elemental Assault, Dodge, Improved Unarmed Strike, Weapon Focus (unarmed strike), Extra Elemental Assault, Power Attack

Traits Heart of Clay, Reactionary

Skills Acrobatics -2 (-6 to jump), Artistry (philosophy) +4, Diplomacy +3, Handle Animal +4, Intimidate +5, Perception +11, Profession (soldier) +9, Sense Motive +11, Sleight of Hand +0, Stealth +2, Survival +10, Swim +2; Racial Modifiers +2 Diplomacy, +2 Sense Motive

Languages Common, Terran

SQ brawler's cunning, elemental assault, martial training

Other Gear mwk breastplate, mwk. large shield, deathless buckler, arrows (20), atlatl, backpack, bedroll, belt pouch, flint and steel, pot, silk rope (50 ft.), soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol, battle trained giant vulture, exotic pack saddle, 60 days bird feed, medium tent, 60 days trail rations, 1188 gp, 9 sp 2 cp

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Special Abilities
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Blessings (4/4) (Su) Pool of power used to activate Blessing abilities.

Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.

Elemental Assault (1d6 Acid/Cold/Electricity/Fire dam, 4 rounds/day) As a swift action unarmed strike/held weapon is wreathed in energy and deals extra damage.

Fervor (1d6, 5/6) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.

Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.

Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.

Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Channel Energy (Su) Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn’t provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability. A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil warpriest (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.