"I am a Shovel Knight. Part of the order if the Grave Keepers. We travel to help put the dead to rest, and the restless dead to eternal rest. Also, we try to combat those from beyond who try to lead people to practise raising the dead. That is our oath and our life." the man behind the mask announces at the questions
He looks up, then to the sides
One such night, a fully armored figure makes his way towards the place where they are watching over the so called beast. His steps methodical. Once he enters he is in view of the others, his attire can be seen. Full plate, engraved with symbols of gravestones and other like it. Only real strange thing about him, his helm is modelled after that of a plague doctor. A strange black rod like object hanging next to his side. He approaches who ever is on watch (midnight shift)
4d6 ⇒ (4, 5, 5, 1) = 15
+6 reroll
+4 reroll
+9 I dont plan to use a template, regular guy in between the abnormal HP 2d10 ⇒ (4, 7) = 11 7
For the aura:
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 -------------------- Defense -------------------- 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) -------------------- Offense -------------------- 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 -------------------- Statistics -------------------- 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 -------------------- Special Abilities -------------------- 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
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