Warpac's page

1,167 posts. Organized Play character for miteke.

Full Name

Warpac (141936-3)


| Diplomacy +2, HAnim +2, Heal +8, KnEng +6, KnRel +8, Perception: +11, SenseMtv +7, SpCft +6, Survival +7


| Init: +1 (+2 underground) | Speed 20ft | Active Conditions: none


Male CG Dwarf Warpriest/9 | HP: 93/93 | DR3 vs. first attack | AC/FF/Tch: 30/28/14 27/25/12 | CMB: +14 +10 (+6 on BR), CMD: 25 21 (+2 vs. BR) | F/R/W ST: 14/8/13 14/8/13 (+4 st soul, +2 vs. death)





Special Abilities







Inner Sea


Common, Dwarven, Undercommon, Abyssal



Homepage URL

Google Docs for Warpac

Strength 16
Dexterity 12
Constitution 18
Intelligence 14
Wisdom 18
Charisma 6

About Warpac

Resource Tracking:

Fervor uses (8/day):
Sacred Weapon uses (9 rounds/day, +3):
Sacred Armor uses (9 minutes/day, +1):
Blessings uses (7/day):
Bane Baldric uses (5/day):
Pearl of Power uses (1/day):
Wand of CLW uses this chronicle:
Scroll/Potion/alchemical uses this chronicle:
1st level spell uses:
2nd level spell uses:
3rd level spell uses:
Character Portfolio Reroll (1/scenario):
Timelost Chronicler (+1 to any single die roll 1/scenario):
Consumable uses:


Keep in mind that initiative changes depending on whether Warpac is underground or not. Cold Iron does extra damage to Warpac due to the Fey Foundling feat.

Warpac is a tank. He moves up and provides a wall but does not do all that much damage. During a tough fight he will:
1) Cast shield of faith and bull's strength or divine favor using fervor, then advance.
2) Use Sacred Armor second round as a swift action. That will give him a DR of 3 vs. the first hit due to Resilient Armor. Add on sacred weapon for free if the battle is tough enough.
3) A favorite tactic is to improved bull rush an opponent to give a more lethal ally an AoO and to move in front of everyone else.
4) Use cleave whenever possible, if not bull rushing
5) Use 1 fervor and channel energy ability to restore 3d6+6 HP (due to Fey Foundling feat) as a swift action if he is getting beat up. Use 2 fervor if the party is looking bad and heal everyone, though he does not have selective chanelling, so...

When exploring: Warpac will cast Detect Poison at likely areas of ambush or traps (the spell only scans a small area at a time) when the party pauses.[

Post combat: Use pearl of power to restore shield of faith after last one is used

Warpac is a fey foundling Dwarf brought up in the northern part of the Five King Mountains near the border with Kyonin. His other-worldliness has caused him to be quite different from most Dwarves, with a tendency towards temper, destructiveness, and a fondness for a good brawl. He often punctuates his statements with a good smack from the haft of his axe, which is almost always out and moving, sometimes breaking furniture – or worse. His chaotic temperament along with a wandering spirit just did not make him a ‘suitable’ dwarf, doomed (in his mind) to hours of designing and crafting things. A few weeks of that sort of thing he can handle, but some Dwarves literally work on the same project for YEARS (*shudder*)! Although not a normal Dwarf deity, Warpac somehow was drawn to Desna and became a Warpriest of hers. After completing training he joined the PFS in order to get his fill of adventure and travel.

Main Stats:

Warpac (141936-3) C/G Male Dwarven Warpriest/8
Str 16, +3 (10[race] +4[5 points spent] +1[4th level] +1[8th level])
Dex 12, +1 (10[race] +4[2 points spent])
Con 18, +4 (12[race] +4[5 points spent] +2[belt])
Int 14, +2 (10[race] +4[5 points spent])
Wis 18, +4 (12[race] +4[5 points spent] +2[headband])
Cha 6, -2 (8[race] -2[-2 points spent])

HP 93 (+48[9d8] +36[con] +9[favored class])
Init +1 (+1[dex] (+2)[underground])
Senses Darkvision
Perception +8
Speed 20 ft.
Base Attack +6
Languages Common, Dwarven, Undercommon, Abyssal


Normal CMD 21 (23 vs. bull's rush) (10 +6[BAB] +3[str] +1[dris/wayf] +1[dex] (+2)[imp br])
- Additional CMD Bonuses
- Potential CMD Bonuses +2[shield of faith] +2[bull's strength]

Damage Resistance DR 3/adamantine vs. first attack when sacred armor is in effect (Resilient Armor)

Normal AC 27, flat-footed 26, touch 12 (10 +10[+2 full plate] +1[magic vestment on shield] +3[+1 shield] +1[dex] +1[AoNA] +1[dris])
- Additional AC Bonuses +2[ring of protection] +1[sacred armor]
- Potential AC Bonuses +2[shield of faith] +1[sacred armor]

Normal Fort +14 (+4[con] +6[class] +2[cloak] +1[luckstone] +1[fate's favored])
Normal Ref +8 (+1[dex] +3[class] +2[cloak] +1[luckstone] +1[fate's favored])
Normal Will +13 (+3[wis] +6[class] +2[cloak] +1[luckstone] +1[fate's favored])
- Additional ST Bonuses +2[heroism] +2[beacon of luck]
- Potential ST Bonuses +2[heroism] +2[beacon of luck]
Special Saving Throw Bonuses:

  • (+4)[vs. spells, spell-like, and poisons - Steel Soul]
  • (+2)[vs. death effects - Fey Foundling]
  • (+1)[vs. disease or vs. swarm distraction - Boon]

  • Offense:

    - Additional Attack Bonuses
    - Potential Attack Bonuses +2[bull's strength] +4[divine favor, fate's favored] +2[heroism] / +1d10[vital strike] +1d6[holy strike] +2d6[vicious] +2[bull's strength] +4[divine favor, fate's favored]

    Normal CMB +10 (+16 bull's rush) (+6[BAB] +3[str] +1[dris/wayf] (+2)[Relentless] (+2)[imp br] (+2)[grt br])

    Waraxe Attacks

  • +12/1d10+4 Dwarven Double Waraxe [1d10; crit x3; dmg: S] (+6[BAB] +3[str] +2[wpn foc x2] +1[enh] (+1)[orc or goblinoid - Hatred]/1d10 +3[str] +1[enh])
  • +10/1d10+8 Power Attack with Dwarven Double Waraxe [1d10; crit x3; dmg: S] (+6[BAB] +3[str] +2[wpn foc x2] +1[enh] -2[pwa] (+1)[orc or goblinoid - Hatred]/1d10 +3[str] +4[pwa] +1[enh])
  • [dice=To hit Dwarven Double Waraxe]1d20+10[/dice]
  • [dice=Damage, Vital Strike, Vicious]2d10+2d6+8[/dice]
  • [dice=Vicious feedback damage]1d6[/dice]


  • +7/1d8+3 Starknife, 20’, P (+6[BAB] +1[dex] (+1)[orc or goblinoid - Hatred]/+3[str])
  • [dice=To hit Starknife]1d20+7[/dice]
  • [dice=Damage]1d8+3[/dice]


  • +16 Bull Rush, no provoke self, provoke enemy (+6[BAB] +3[str] +2[Relentless] +2[imp br] +2[grt br] +1[dris/wayf])
  • [dice=to hit Bull Rush]1d20+16[/dice]

  • Spells:

  • Concentration +15 (+9[warpriest] +4[wis] +1[luckstone] +1[fate's favored])
  • May spontaneously cast cure spells

    Spells Available per day:

  • Level 0: 5
  • Level 1: 6 (5 +1[stat])
  • Level 2: 5 (4 +1[stat])
  • Level 3: 4 (2 +1[stat])

    Orisons DC 14

  • Detect Magic: Detects all spells and magic items within 60 ft. 1 min/lvl
  • Detect Poison
  • Purify Food and Drink
  • Guidance: +1 bonus to attack, saving throw, or skill roll. 1 min
  • Read Magic: 1 page per minute. 10 min/lvl

    1st Level Spells (6), DC 15

  • Divine Favor
  • Divine Favor
  • Protection from Evil +2 def AC vs. evil only, +2 res ST vs. evil only, special protections, 1 minute/level
  • Remove Sickness close, 10 min/lvl, +4 morale bonus on saving throws against disease, nausea, and sickened effects. If the subject is already under the influence of one of these effects when receiving the spell, that effect is suppressed for the duration of the spell.
  • Shield of Faith +3 deflection bonus to AC, 1 minute/level
  • Shield of Faith +3 deflection bonus to AC, 1 minute/level
  • Stone Shield 0 ft, immediate action, 4 bonus to Armor Class and a +2 bonus on Reflex saving throws uner particular circumstances.
  • Weapons against Evil

    2nd Level Spells (5), DC 16

  • Aid touch, +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).
  • Bull’s Strength, +4 strength, 1 minute/level
  • Bull’s Strength, +4 strength, 1 minute/level
  • Bull’s Strength, +4 strength, 1 minute/level
  • Sacred Space

    3rd Level Spells (4), DC 17

  • Beacon of Luck, +2 sacred bonus to ST 30' centered on self or roll twice, 1 minute/level
  • Beacon of Luck, +2 sacred bonus to ST 30' centered on self or roll twice, 1 minute/level
  • Channel Vigor, haste or +4 knowledge and ranged, or +6 competence will st/bluff/intimidate, or +6 competence fort ST/concentration, 1 round/level
  • Magic Vestment, +2 enhancement bonus to armor or shield, 1 hour/lvl

  • Skills:

    Skill Ranks 32 (4[2+Int mod]*8[Warpriest level])

    Acrobatics -5 (+0 ranks, +1[dex] +1[luckstone] +1[fate's favored], -8[acp])
    Appraise +4(6) (+0 ranks, +2[int] +2[greed] +1[luckstone] +1[fate's favored])
    Bluff +0 (+0 ranks, -2[cha] +1[luckstone] +1[fate's favored], (+2)[WBG])
    Climb +2 (+2 ranks, +2[str], +3[class] +1[luckstone] +1[fate's favored], -8[acp], +1[ioun])
    Craft(stone) +16 (+5 ranks, +2[int], +3[class] +1[luckstone] +1[fate's favored], +2[mwk], +2[day job])
    Diplomacy +4 (+1 ranks, -2[cha], +3[class] +1[luckstone] +1[fate's favored], (+2)[WBG])
    Disable Device N/A (+0 ranks, +1[dex] +1[luckstone] +1[fate's favored])
    Disguise +0 (+0 ranks, -2[cha] +1[luckstone] +1[fate's favored])
    Escape Artist -3 (+0 ranks, +1[dex] +1[luckstone] +1[fate's favored])
    Fly -4 (+0 ranks, +1[dex] +1[luckstone] +1[fate's favored])
    Handle Animal +4 (+1 ranks, -2[cha], +3[class] +1[luckstone] +1[fate's favored])
    Heal +10 (+2 ranks, +3[wis], +3[class] +1[luckstone] +1[fate's favored])
    Intimidate +4 (+1 ranks, -2[cha], +3[class] +1[luckstone] +1[fate's favored], (+2)[WBG])
    - arcana N/A (+0 ranks, +2[int] +1[luckstone] +1[fate's favored])
    - dungeoneering N/A (+0 ranks, +2[int] +1[luckstone] +1[fate's favored])
    - history N/A (+0 ranks, +2[int] +1[luckstone] +1[fate's favored])
    - nature N/A (+0 ranks, +2[int] +1[luckstone] +1[fate's favored])
    - planes N/A (+0 ranks, +2[int] +1[luckstone] +1[fate's favored])
    - religion +10 (+3 ranks, +2[int], +3[class] +1[luckstone] +1[fate's favored])
    - local N/A (+0 ranks, +2[int] +1[luckstone] +1[fate's favored])
    - engineering +8 (+1 ranks, +2[int], +3[class] +1[luckstone] +1[fate's favored])
    - geography N/A (+0 ranks, +2[int] +1[luckstone] +1[fate's favored])
    - nobility N/A (+0 ranks, +2[int] +1[luckstone] +1[fate's favored])
    Linguistics N/A (+0 ranks, +2[int] +1[luckstone] +1[fate's favored])
    Perception +13 (+8 ranks, +3[wis] +1[luckstone] +1[fate's favored])
    Perform (anything) +0 (+0 ranks, -2[cha] +1[luckstone] +1[fate's favored])
    Profession N/A
    Ride -1 (+1 ranks, +1[dex], +3[class] +1[luckstone] +1[fate's favored], -8[acp])
    Sense Motive +9 (+1 ranks, +3[wis], +3[class] +1[luckstone] +1[fate's favored], (+2)[WBG])
    Sleight of Hand N/A (+0 ranks, +1[dex] +1[luckstone] +1[fate's favored], -8[acp])
    Spellcraft +8 (+1 ranks, +2[int], +3[class] +1[luckstone] +1[fate's favored])
    Stealth -5 (+0 ranks, +1[dex] +1[luckstone] +1[fate's favored], -8[acp])
    Survival +9 (+1 ranks, +3[wis], +3[class] +1[luckstone] +1[fate's favored])
    Swim +0 (+1 ranks, +2[str], +3[class] +1[luckstone] +1[fate's favored], -8[acp])
    Use Magic Device +3 (+3 ranks, -2[cha] +1[luckstone] +1[fate's favored])

    [WBG] boon: +2 Bluff, Diplomacy, Intimidate, Sense Motive against goblins.
    [ioun] Cracked Pale Blue Rhomboid Ioun Stone (+1 climb)
    [greed] Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
    [day job]boon from Green Market, +2 on all day job rolls


    +2 Full Plate Armor (+10 AC, -5 ACP, +1 Dex)
    +1 Heavy Steel Shield (+2 AC, -1 ACP) with lesser fortification enchantment
    Dwarven Boulder Helmet (+2 vs. critical confirmations)
    +1 Dwarven Double Waraxe (x3, S, +1 on Cleave)
    stress ball for nervous tic
    flash/note cards for diplomacy
    Adamantine Starknife
    Starknife (20 ft range, x3, P)
    Cloak of Resistance, +2
    Amulet of Natural Armor +1
    Belt of Mighty Constitution, +2
    Bane Baldric
    Stone of Good Luck
    Pearl of Power, level 1
    Jade Wayfinder
    Dusty Rose Prism Ioun Stone (in wayfinder)
    Cracked Pale Blue Rhomboid Ioun Stone (+1 climb)
    Ioun Torch (Heightened to level 4, Refuge of Time chronicle, PFS# is 103843-21)
    Ocher Rhomboid Ioun Stone (Refuge of Time, chronicle 22, contains Resilient Armor feat and required atonement)
    Explorer’s Outfit (free outfit at creation)
    Cleric’s Kit*
    Silver holy symbol
    Orb of a Distant world (Eox, Chronicl 25) - 2 charges of Death Ward
    Scroll Box with Scroll Box with Air Bubble, Bless Water, Comprehend Languages, Comprehend Languages, Detect Charm, Endure Elements, Protection from Evil, Remove Curse, Remove Disease
    Scroll with 5 lesser restoration
    Scroll of Breath of Life
    Scroll of Air Walk
    Scroll of Death Ward
    Scroll of Sacred Space (sanctify 20' radius area, adds +2 to DC of good/channels, evil outsiders take -1 on attacks, damage, ST, and no summoning. doubled at Desna place, not allowed in other deities place)
    Savior of Old Flotsam (see chronicle 18, Labrinth of Hungry Ghosts. works like feather token(swan boat))
    Spring-loaded Wrist Sheath
  • - Wand of Cure Light Wounds (9 ch)
    Wand of Cure Light Wounds (50 ch)
    Masterwork Stonemason Tools
    2 bags of Caltrops
    2 tanglefoot bags
    Spectre Moss (immune to neg energy and drain for one minute, Chronicle 19 Hrethnar's Throne)
    1 Potion of Lesser Restoration
    1 Potion of Flying
    1 Oil of Bless Weapon
    2 Antiplague
    2 Antitoxin
    2 Air Crystals
    4 Holy Water
    Climber's Kit
    Healer's Kit, +2 circumstance bonus to heal checks (10/10)
    Traveller's Any-tool
    Guiding Stars sand (Ritual of Stardust boon) - +2 vs. confused
    >7000 gp
  • Racial Traits and Traits:

    Race Specials
  • Dwarven traits
  • Relentless
  • Hardy
  • Rock Stepper
  • Defensive Training
  • Darkvision
  • Greed

    Starting Traits

  • Tunnel Fighter
  • Fate's Favored

  • Class Abilities:

    Class Abilities
  • Spontaneous Casting
  • Focus Weapon
  • Sacred Weapon, 1 round per day per level
  • Blessings, 3 + 1/2 his warpriest level/day
  • - lucky presence
  • - holy strike
  • Fervor, This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier.
  • Channel Energy (3d6)
  • Sacred Armor (+1)

  • Feats:

  • Fey Foundling
  • Focus Weapon
  • Power Attack
  • Improved Bull Rush
  • Cleave
  • Greater Bull Rush
  • Steel Soul
  • (ioun stone) Resilient Armor
  • Vital Strike
  • Greater Weapon Focus

    Feat Progression
    1W-Focused Weapon, 1-Fey Foundling, 3-Power Attack, 3W-Improved Bull Rush, 5-Cleave, 6W-Greater Bull Rush, 7-Steel Soul, ioun-Resilient Armor, 9-Greater Weapon Focus?, 9W-Vital Strike, 11-Improved Critical, 12W-Cleave Through

  • Chronicles and Boons:

  • Hall of the Flesh Eaters
  • Before the Dawn Part 1: Rescue at Azlant ridge
  • Scions of the Sky Key, Part 1: On Sharowsmith's Trail
  • The Veteran's Vault
  • Black Waters
  • We be Goblins!
  • School of Spirits
  • To Judge a Soul Part 1: The Lost Legacy
  • The Sky Key Solution
  • To Judge a Soul Part 2: Karma Reclaimed
  • Destiny of the Sands, Part 1: A Bitter Bargain
  • Ritual of Stardust 4715 AR Boon
  • Destiny of the Sands, Part 2: Race to Seeker's folly
  • Destiny of the Sands, Part 3: Sanctum of the Sages
  • The Hyrdra's Fang Incident
  • The Green Market
  • Orders from the Gate
  • The Labyrinth of Hungry Ghosts
  • Hrethnar's Throne
  • Lyrics of Extinction
  • The Gauntlet
  • Refuge of Time


  • Hall of the Flesh Eaters - In Gloomspires gain a +2 perception to find hidden objects/traps.
  • Season 6 Boon #6 - Endure Elements in hot weather up to 110 degrees F. +1 ST vs. diseases and distraction from swarms.
  • We be Goblins - +2 on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against Goblins.
  • School of Spirits: Cross off to cast spell from Spiritualist list (up to 1/3 your level, caster level = your level, wis=17) as standard action.
  • To Judge a Soul Part I: Whenever within boundaries of Amanandar, Jinin, Wanshou, or Zi Ha gain a +1 to effective caster level.
  • To Judge a Soul Part 2: Use Mediums shared seance ability for a legend of your choice.
  • The Sky Key Solution
  • - Timelost Chronicler: +1 Knowledge History. BEFORE YOU ROLL, +1 to any single die roll per scenario.
  • Ritual of Stardust 4715 AR Boon: Standard action (and move to get dust) to give 40' radius +2 luck bonus to ST vs. effects that would confuse. Also any confused that acts normally gets a new ST. Lasts 1 minute.
  • Sanctum of the Sages: Use mythic feat
  • Hydra's Fang: Free divination spell in Egorian, upstanding citizen to Andoran Embacy
  • The Green Market: +2 on all Day Job rolls
  • Orders from the Gate:
  • - Hellknight's respect: You set aside your initial Pathinder mission to help the Hellknights of the Order of the Gate defeat a great force of chaos and evil. In recognition of your deeds, the Hellknights assist you in joining their ranks, or in refocusing your training if you are already a member of a Hellknight order. You may cross this boon of your Chronicle sheet to retrain levels into the Hellknight prestige class (Pathfinder Campaign Setting: The Inner Sea World Guide 278) or the Hellknight signifer prestige class (Pathfinder Campaign Setting: Paths of Prestige 28), for free so long as you would qualify for the prestige classes with the levels that you have taken in other classes. Speciically, the levels you take before the prestige class must qualify you for the prestige class, so you could not retrain a character into a Hellknight 8 with no other class levels. You may also freely retrain as many feats and skill ranks as is necessary in order to qualify for the prestige class. If you already have one or more levels in the Hellknight or Hellknight signifer prestige class, you may cross the boon of your Chronicle sheet to freely retrain your feats, disciplines, cavalier order, and spells, but only into legal options presented in Pathfinder Campaign Setting: Path of the Hellknight.
  • - Reinforced alliance: +2 bonus on all Diplomacy, Bluf, and Intimidate checks against members of a Hellknight order.
  • The Labyrinth of Hungry Ghosts:
  • - Ectoplasmic Enhancement: Swift action to get ghost touch
  • - Savior of old Flotsam: May buy Old Flotsam splinter
  • - Nightmarish Pigments: May buy variation of Marvelous Pigments
  • Hrethnar's Throne:
  • - Experience with Dark Dreams: BEFORE ROLLING, cross off to gain +4 to ST vs. mind affecting + evil, or mind-affecting from evil outsider, or avoid fatigue from nightmares.
  • - Gloomspire Tisane: May buy Gloomspire Tisane
  • - Spectre Moss: May buy Spectre Moss
  • The Gauntlet:
  • - Gauntlet Pin: check box to regain one PP or heroism for 4 hours or 7th level inspire for 7 rounds.
  • Refuge of Time
  • - Ochre Rhomboid Ioun Stone

  • Tags:

    Male CG Dwarf Warpriest 7 | HP: 73/73 | AC/FF/Tch: 30/27/15 26/24/12 | CMB: +11 +9 (+4 on BR), CMD: +22 +20 (+2 vs. BR) | F/R/W ST: 11/5/10 (+2 hrdy) | Init: +1 (add additional +2 underground) | Speed 20ft