Dr Davaulus

The Shovel Knight's page

1 post. Alias of Seth86.


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4d6 ⇒ (4, 5, 5, 1) = 15
4d6 ⇒ (3, 1, 1, 6) = 11
4d6 ⇒ (1, 1, 3, 5) = 10
4d6 ⇒ (6, 6, 5, 6) = 23
4d6 ⇒ (3, 1, 4, 4) = 12
4d6 ⇒ (5, 4, 2, 4) = 15
4d6 ⇒ (1, 4, 4, 3) = 12

+6

reroll
4d6 ⇒ (1, 4, 2, 2) = 9
4d6 ⇒ (3, 1, 6, 5) = 15
4d6 ⇒ (4, 5, 6, 3) = 18
4d6 ⇒ (3, 4, 3, 4) = 14
4d6 ⇒ (3, 1, 4, 2) = 10
4d6 ⇒ (2, 5, 2, 2) = 11
4d6 ⇒ (5, 5, 3, 4) = 17

+4

reroll
4d6 ⇒ (3, 2, 5, 3) = 13 0
4d6 ⇒ (1, 2, 3, 6) = 12 0
4d6 ⇒ (5, 5, 6, 5) = 21 3
4d6 ⇒ (5, 4, 1, 4) = 14 1
4d6 ⇒ (5, 2, 4, 1) = 12 0
4d6 ⇒ (5, 6, 3, 2) = 16 2
4d6 ⇒ (5, 6, 6, 5) = 22 3

+9

I dont plan to use a template, regular guy in between the abnormal

HP

2d10 ⇒ (4, 7) = 11 7
2d10 ⇒ (1, 8) = 9 8
2d10 ⇒ (7, 2) = 9 7
2d10 ⇒ (6, 6) = 12 6

For the aura:
Hallow = Dimensional Anchor as the added spell

Shovel Knight:

Shovel Knight
Male human (pureblooded Azlanti) warpriest of Pharasma 5 (Pathfinder RPG Advanced Class Guide 60)
LN Medium humanoid (human)
Init +2; Senses low-light vision; Perception +1
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Defense
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AC 22, touch 12, flat-footed 20 (+10 armor, +2 Dex; +2 deflection bonus vs. evil)
hp 53 (5d8+25)
Fort +9, Ref +3, Will +5; +2 resistance vs. evil
Defensive Abilities fortification 25%, Hallow (40ft), Dimensional Anchor (40ft)
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee +2 adamantine improvised melee weapon +9 (3d6+11)
Special Attacks blessings 5/day (Restoration: ameliorating touch, War: war mind), channel positive energy 1/day (DC 13, 2d6), fervor 3/day (2d6), sacred weapon (1d8, +1, 5 rounds/day)
Warpriest Spells Prepared (CL 5th; concentration +6)
. . 2nd—cure moderate wounds (2)
. . 1st—comprehend languages (2), cure light wounds (2), endure elements
. . 0 (at will)—create water, detect magic, light, mending
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Statistics
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Str 19, Dex 14, Con 20, Int 16, Wis 13, Cha 12
Base Atk +3; CMB +9; CMD 19
Feats Catch Off-guard, Combat Expertise, Deadly Aim, Power Attack, Shikigami Manipulation, Shikigami Mimicry, Shikigami Style, Weapon Focus, Weapon Versatility
Traits blood of dragons, surprise weapon
Skills Climb +9, Craft (traps) +13, Heal +9, Knowledge (engineering) +11, Knowledge (religion) +11, Sense Motive +9, Swim +9, Use Magic Device +6
Languages Abyssal, Azlanti, Celestial, Common, Necril
SQ finesse weapon attack attribute
Other Gear trench armor, +2 adamantine improvised melee weapon, belt of physical might +2 (Str, Con), boots of striding and springing, traveler's any-tool[UE], canteen[UE], doctor's mask, gravedigger's kit, hip flask[UE], holy text (Gravediggers)[UE], masterwork backpack[APG], 57 gp
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Special Abilities
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Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fervor (2d6, 3/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Fortification 25% You have a chance to negate critical hits on attacks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Weapon +1 (5 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Shikigami Manipulation Magical item used as imp wpn grants enh bon equal to the item’s CL/4 (min +1, max +5).
Shikigami Mimicry (- custom / magic weapon -, Blocking) -2 atk to imp wpn gain blocking, brace, disarm, distracting, nonlethal, performance, or trip until next turn.
Shikigami Style Deal dmg with imp wpn as if 1 sz cat larger. Other feats with this style as prereq +1 sz cat (max 3).
Warpriest Channel Positive Energy 2d6 (1/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Weapon Focus (Tribal Weapons) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (swift act.).