Spells
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Level 0 = 5: Level 1=5+1(Wis)/7: Shield of Faith, Shield of Faith, Endure Elements, Liberating Command, Divine Favor, Comprehend Languages, Moment of Greatness Level 2=5+1(Wis)/6: Surmount Affliction, Resist Energy, Ancestral Communion, Silence, Weapon of Awe, Weapon of Awe Level 3=4+1(Wis)/5: Blessing of the Mole, Blessing of the Mole, Invisibility Purge, Prayer, Communal Resist Energy Level 4=4+0(Wis)/4: Death Ward, Freedom of Movement, Communal Protection from Energy, Blessing of Fervor Level 5=2+0(Wis)/2: Breath of Life, Fickle Winds Level 6=0+0(Wis)/0:
Quick Access for Preparation: Divine Power, Deadly Juggernaut
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Defense
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AC 31 10+8(Dex)+9(Armor)+1(Shield)+1(Dodge)+1(Natural)+1(Deflection), ACP = 2
hp 101 = 8(Class)+2(Con)+13*(5(Class)+2(Con))
Fort 14 , Ref 16 , Will 15
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Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Class Abilities
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=====Blessings===== Knowledge 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.
Monster Lore (major): At 10th level, when you succeed at a Knowledge check against an opponent to learn about its abilities or weaknesses (or succeed at a touch attack using the lore keeper blessing, above), you can as a swift action gain a +2 insight bonus on attacks, saving throws, and ability and skill checks, as well as to your AC against that creature. This effect lasts for 1 minute.
Strength Strength Surge (minor): At 1st level, as a swift action you can focus your own strength. You gain an enhancement bonus equal to 1/2 your warpriest level (minimum +1) on melee attack rolls, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks for 1 round.
Strength of Will (major): At 10th level, as a swift action you can ignore the movement penalties caused by wearing medium or heavy armor or by carrying a medium or heavy load. This effect lasts for 1 minute. During this time, you can add your Strength modifier on saving throws against effects that would cause you to become entangled, staggered, or paralyzed.
=====Boons=====
=====Skills=====
2(class)+1(int)+1(Cunning)+1(skilled)
2 bonus skill points as per campaign: Profession(Scribe), Craft(Paintings)
Belt - Belt of Incredible Dexterity +6
Head - nothing
Body - nothing
Headband - Headband of Mental Prowess +2 (Wisdom, Intelligence(Arcana))
Chest - nothing
Neck - Amulet of Natural Armor +1
Eyes - Eyes of the Eagle
Shoulder - Cloak of Resistance +3
Feet - Boots of Speed
Wrists - nothing
Hand - Gloves, Healer’s
Ring - Ring of Protection +1
Ring - nothing
Slotless - nothing
140k Budget
10k Headband of Mental Prowess +2 (Wisdom, Intelligence(Arcana))
36k Belt of Incredible Dexterity +6
22.4k Celestial Armor
18k +2 Agile Kukri
18k +2 Agile Kukri
9k Cloak of Resistance +3
2k Ring of Protection +1
2k Amulet of Natural Armor +1
12k Boots of Speed
2.5k Eyes of the Eagle
2.5k Gloves, Healer’s
2k Handy haversack
0.72 Campfire Bead
1k Pearl of Power*2
139.12k
=====Traits=====
Campaign:
Warded against Witchery (Campaign)
Sometime in your youth, you encountered a location, object, or being steeped in the power of evil witchcraft. Whether you were the victim of this force, were a conduit for it, or merely witnessed its effects, the event changed your life. You have tried to put the strange incident behind you and forget it, but nebulous premonitions of danger and eerie feelings of deja vu have dogged your steps ever since. For some inexplicable reason, you feel drawn to the lands of the North, though you fear another encounter with the evil witchcraft that touched you once before. Whether through your purity, the blessing of goodly spirits, an innate determination, or an intuitive and inexplicable familiarity with the ways of black magic, you have acquired a resilience against the power of the dark arts.
Benefit: You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.
Scholar of the Great Beyond (Faith)
Your greatest interests as a child did not lie with current events or the mundane—you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease.
Benefits: You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (planes) is always a class skill for you
Scholar of Ruins (Racial: Requirement(s) Human)
From the moment you could walk and talk, the ruins of ancient civilizations have fascinated you. Because of this, you have special insight into geography as well as expertise in exploring lost places.
Benefit: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (dungeoneering) is always a class skill for you.
Xenophobic (Drawback)
You have a hard time understanding and trusting those with unfamiliar ways and appearances.
Effect: You take a –2 penalty on Diplomacy and Sense Motive checks made against creatures of a different race or from a different culture.
=====Ability Scores=====:
STR 10=10(Buy)
DEX 23=16(Buy)+2(Race)+2(Campaign)+1(Level 4)+1(Level 8)+1(Level 12)
CON 14=14(Buy)
INT 12=10(Buy)
WIS 14=14(Buy)
CHA 8=10(Buy)