Full Name |
Umberto Ricci |
Race |
M Human Warpriest 6 | HP 39/39 | AC 20/12/18 | F+8 R+ W+9 | Perc +5 | Init +2 | Feather Fall 1/1 |Conditions Active: none |
About Umberto Ricci
Umberto Ricci
Male human (Shoanti) warpriest of Cayden Cailean 6 (Pathfinder RPG Advanced Class Guide 60)
CG Medium humanoid (human)
Init +2; Senses Perception +5
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Defense
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AC 20, touch 12, flat-footed 18 (+7 armor, +2 Dex, +1 natural; +2 deflection vs. evil)
hp 39 (6d8+6)
Fort +8, Ref +6, Will +9; +2 resistance vs. evil
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 light mace +7 (1d8+4) or
. . club +7 (1d6+3) or
. . light mace +6 (1d8+5) or
. . mwk cold iron light mace +9 (1d8+5)
Ranged darkwood composite longbow +7 (1d8+3/×3)
Special Attacks blessings 6/day (Strength: strength surge), channel positive energy 2/day (DC 15, 2d6), fervor 5/day (2d6), sacred weapon (1d8, +1, 6 rounds/day)
Warpriest Spells Prepared (CL 6th; concentration +8)
. . 2nd—air step[ACG], defending bone, resist energy, spiritual weapon
. . 1st—bless, divine favor (2), liberating command[UC], protection from evil
. . 0 (at will)—create alcohol (ale or wine), detect magic, guidance, light, stabilize
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Statistics
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Str 17, Dex 15, Con 12, Int 10, Wis 14, Cha 10
Base Atk +4; CMB +8 (+10 dirty trick); CMD 19 (21 vs. dirty trick)
Feats Combat Reflexes, Dirty Fighting, Divine Fighting Technique (cayden Cailean's Blade And Tankard), Improved Dirty Trick[APG], Power Attack, Step Up, Two-weapon Fighting, Weapon Focus (light mace), Weapon Specialization (light mace)
Traits bred for war (shoanti), fate's favored
Skills Acrobatics -2 (-6 to jump), Climb +3, Diplomacy +5, Handle Animal +4, Heal +6, Intimidate +7, Knowledge (engineering) +4, Knowledge (religion) +8, Perception +5, Ride +2, Sense Motive +6, Spellcraft +4, Survival +6 (+8 to avoid becoming lost), Swim +3
Languages Common, Shoanti
Combat Gear oil of air bubble, oil of daylight, oil of magic weapon (2), potion of enlarge person (3), potion of protection from evil (3), potion of touch of the sea, wand of cure light wounds, acid (5); Other Gear lucky drunk's mail, mwk light steel shield, +1 light mace, club, darkwood composite longbow (+3 Str), light mace, mwk cold iron light mace, belt of giant strength +2, cloak of the yeti, dull grey ioun stone, greater talisman of beneficial winds[OA], hex nail, wayfinder[ISWG], backpack, chalk, cleats[APG], flint and steel, iron holy symbol of Tankard[UE], mug/tankard, pathfinder chronicle[ISWG], 1,207 gp, 9 sp, 7 cp
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Special Abilities
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Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Divine Fighting Technique (Cayden Cailean's Blade and Tankard) Treat tankards and mugs as light maces.
Fervor (2d6, 5/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Weapon +1 (6 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Warpriest Channel Positive Energy 2d6 (2/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
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