Base Attack: +1
Unarmed Attack, to hit +3, damage (1d6+2)
Flurry of blows: +2/+2
Total to Hit with monk weapons:
feats:
Nalbrin Armor Adept - You may continue to gain the benefit of your monk abilities while in armor with which you are proficient, providing the armor check penalty is 0. This doesn't apply to shields.
Armor Proficiency,Light - When you wear light armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Dwarf Racial Traits:
•Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
•Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
•Type: Dwarves are humanoids with the dwarf subtype.
•Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
•Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Character Traits:
Armor Expert - When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Blooded - You receive a +1 trait bonus on weapon damage rolls against giants, goblins, and orcs.
Sacred Fist Abilities:
Disciple of Irori.
Domains: Healing, Knowledge, Law, Rune, Strength
Subdomains: Inevitable, Language, Memory, Restoration, Resolve, Thought
Favored: Weapon unarmed strike
Blessings Selected: Knowledge, Law
Lore Keeper (minor): At 1st level, you can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if your result on the appropriate Knowledge skill check were equal to 15 + your warpriest level + your Wisdom modifier.
Axiomatic Strike (minor): At 1st level, you can touch one weapon and enhance it with the essence of law. For 1 minute, this weapon glows blue, pale yellow, or white and deals an additional 1d6 points of damage against chaotic creatures. During this time, it's treated as lawful for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the axiomatic weapon special ability.
Level 1 - Aura - A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment,
blessings (minor),
unarmed strike as monk of same level,
orisons,
Flurry of Blow - same as monk of same level
Level 2 - Fevor - 1d6
Spells
Level 0 (4 spells)
Light, Guidance, Detect Magic, Create Water
Level 1 (2 spells, +1 from Wisdom)
Bless, Cure Light Wounds, Shield of Faith, Magic Weapon
Skills:
Skill Ranks per Level: 2 + Int modifier = 3
Skill Name Ability Tot Mod Abil Mod Ranks Class Skill Note
------------ ------- ------- -------- ----- ----------- -----------------------------
Acrobatics DEX +6 +2 +1 Yes +3 Class Skill
Climb STR +0 +2 +0 Yes +3 Class Skill
Heal WIS +8 +3 +2 Yes
Know (Religion) INT +5 +1 +1 Yes +3 Class Skill
Perception WIS +7 +3 +1 Yes +3 Class Skill, +2 racial
Survival WIS +7 +3 +1 Yes
+3 Class Skill
Misc Items:
[list]
MW Chain Shirt, 250 gp, 25 lbs
Quarterstaff, -, 4 lbs
2 MW Cold Iron Brass Knuckles, (MW 2x150g + 2x1g = 302), 2 lb
Kit, Cleric's,
This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol. 16 gp, 32 lbs
Rations, Dwarven trail (7), 14 gp, 7 lbs
Totals, 36 lbs
Gold 1000 gp