AC18/T12/F16/CMD19(23 vs BR, Trip)||HP45[45]F:+7;R:+3;W:+6(+2 vs poison, spells, & SLA)||Init:+1|Percept:+5
About Vanderhoff Steelkeg
Vanderhoff Steelkeg
Dwarf warpriest (divine commander) of Angradd 6
LN Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +1 Dex, +1 dodge)
hp 45 (6d8+17)
Fort +7, Ref +3, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee greataxe +8 (1d12+4/×3) or
. . lucerne hammer +7 (1d12+4)
Special Attacks channel positive energy 2/day (DC 12, 2d6), fervor 4/day (2d6), sacred weapon (+1 1d8, 6 rounds/day)
Warpriest (Divine Commander) Spells Prepared (CL 6th; concentration +7)
. . 2nd—bull's strength, burst of radiance (DC 13), sound burst (DC 13)
. . 1st—bless, bless, cure light wounds, liberating command[UC], shield of faith
. . 0 (at will)—detect magic, enhanced diplomacy, guidance, read magic, stabilize
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Statistics
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Str 16, Dex 13, Con 14, Int 12, Wis 13, Cha 8
Base Atk +4; CMB +7; CMD 19 (23 vs. bull rush, 23 vs. trip)
Feats Dodge, Ferocious Loyalty, Furious Focus[APG], Power Attack, Weapon Focus (greataxe)
Traits armor expert, orphaned by giants
Skills Acrobatics -3 (-7 to jump), Diplomacy +4, Handle Animal +5 (+9 to force this mount into an Unnatural Aura.), Heal +5, Intimidate +3, Knowledge (engineering) +5, Knowledge (religion) +5, Perception +5 (+7 to notice unusual stonework), Ride +3 (+7 to force this mount into an Unnatural Aura.), Spellcraft +5, Survival +6 (+8 to track vs. humanoids of the Giant subtype); Racial Modifiers lorekeeper, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Orc
SQ battle tactician, blessed mount, giant hunter
Other Gear lamellar (steel) armor[UC], greataxe, lucerne hammer[APG], iron holy symbol of Angraad[UE], masterwork backpack[APG], traveler's outfit, 24 gp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Expert -1 Armor check penalty.
Battle Tactician (1/day) (Ex) As a standard action, grant allies in 30 feet a teamwork feat for 5 rounds.
Blessed Mount (Resolute) (Su) At 6th level, a divine commander’s mount becomes a creature blessed by his deity. The divine commander’s mount gains either the celestial, entropic, fiendish, or resolute template, matching the alignment of the warpriest’s deity (celestial for
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Ferocious Loyalty +1 morale bonus vs. foe threatened by ally with this feat.
Fervor (2d6, 4/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Orphaned by Giants +1 trait bonus on atk rolls and +2 trait bonus to confirm criticals vs. giants.
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.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Warpriest Channel Positive Energy 2d6 (2/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Mount (Vanderhoof):
Vanderhoof
Resolute aurochs (Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2)
N Medium animal
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +7
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Defense
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AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 39 (6d8+12)
Fort +6, Ref +7, Will +2 (+4 morale bonus vs. Enchantment spells and effects); +4 morale bonus vs. fear and emotion effects.
Defensive Abilities evasion; DR 5/chaotic; Resist acid 10, cold 10, fire 10; SR 11
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Offense
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Speed 40 ft.
Melee gore +7 (1d6+4)
Special Attacks smite chaos
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Statistics
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Str 17, Dex 14, Con 12, Int 2, Wis 11, Cha 4
Base Atk +4; CMB +7; CMD 19 (23 vs. trip)
Feats Power Attack, Toughness, Valiant Steed
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Flank, Guard, Heel
Skills Acrobatics +6 (+10 to jump), Climb +7, Perception +7, Ride +2 (+4 to stay in the saddle)
SQ attack any target, combat riding, devotion, flank
Other Gear lance, bit and bridle, military saddle, saddlebags
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Damage Reduction (5/chaotic) You have Damage Reduction against all except Chaotic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) No damage on successful reflex save.
Flank [Trick] Attempts to attack and flank indicated enemy.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Smite Chaos (1/day) (Su) +0 to hit, +6 to damage when used.
Spell Resistance (11) You have Spell Resistance.
Valiant Steed +4 vs. fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.
Purchases:
potion of spider climb
elixir of tumbling
scroll of align weapon
scroll of sound burst