Whiskeyjack Dunaldthal
Male dwarf warpriest of Angradd 14 (Pathfinder RPG Advanced Class Guide 60)
NG Medium humanoid (dwarf)
Init 0; Senses darkvision 60 ft.; Perception +14 (+16 to notice unusual stonework)
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Defense
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AC 37, touch 14, flat-footed 37 (+13 armor, +4 deflection, +3 natural, +7 shield)
hp 108 (14d8+35)
Fort 15, Ref 8, Will 18; +2 vs. poison, spells, and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training, sacred armor (+3, 14 minutes/day)
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Offense
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Speed 20 ft.
Melee +1 heavy shield bash +16/+11 (1d8+6 B) or
. . +1 silver warhammer +17/+12 (1d10+8 B/×3) or
. . raven's head +19/+14 (1d10+10 B/×3 plus 2d6 vs. undead) or
. . warhammer +16/+11 (1d10+7 B/×3)
Special Attacks blessings 10/day (Fire: armor of flame, fire strike, War: battle lust, war mind), channel positive energy 6/day (DC 22, 5d6), fervor 12/day (5d6), hatred, sacred weapon (1d10, +3, 14 rounds/day)
Warpriest Spells Prepared (CL 14th; concentration +19)
. . 5th—breath of life (DC 20), righteous might, true seeing
. . 4th—blessing of fervor[APG] (DC 19), divine power, forceful strike (DC 19), healing flames (DC 19), restoration
. . 3rd—blindness/deafness (DC 18), channel vigor, dispel magic (2), invisibility purge
. . 2nd—burst of radiance (DC 17), gird ally, hold person (DC 17), communal protection from evil[UC] (2), resist energy
. . 1st—bless, comprehend languages, divine favor, divine favor, divine favor, protection from evil, shield of faith
. . 0 (at will)—create water, detect magic, guidance, light, mending
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Statistics
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Str 21, Dex 10, Con 14, Int 12, Wis 20, Cha 7
Base Atk +10; CMB 15 (+17 bull rush); CMD 29 (35 vs. bull rush, 33 vs. trip)
Feats Cornugon Smash, Hammer The Gap[UC], Hurtful, Improved Bull Rush, Improved Shield Bash, Intimidating Prowess, Power Attack, Saving Shield[APG], Shield Focus, Stumbling Bash, Weapon Focus (warhammer), Weapon Specialization (warhammer)
Traits fate's favored, glory of old
Skills Acrobatics -6 (-10 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +4, Heal +14, Intimidate +17, Knowledge (religion) +18, Perception +14 (+16 to notice unusual stonework), Sense Motive +15; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant
Combat Gear scroll of planar ally, wand of cure light wounds; Other Gear +4 full plate, +4 bashing heavy steel shield, +1 silver warhammer, raven's head, warhammer, amulet of natural armor +3, bag of holding i, belt of giant strength +4, cloak of resistance +4, ring of protection +4, 611 gp
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Special Abilities
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Blessings (10/day) (Su) Pool of power used to activate Blessing abilities.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Fervor (5d6, 12/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Hurtful Make melee attack against creature you have just demoralized as free action.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Sacred Armor +3 (14 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +3 (14 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally's AC.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stumbling Bash Foe struck by shield bash takes -2 to AC until end of next turn.
Warpriest Channel Positive Energy 5d6 (6/day, DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect
Raven's Head. It is a gold-plated +3 undead bane warhammer. In the hands of a cleric of Pharasma, it gains the disruption ability and the wielder can use channel smite as if a cleric 4 levels higher an extra three times a day.
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Tracked Resources
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Blessings (9/day) (Su) - 0/9
Fervor (4d6, 11/day) (Su) - 0/11
Sacred Armor +3 (13 minutes/day) (Su) - 0/13
Sacred Weapon +3 (13 rounds/day) (Su) - 0/13
Wand of cure light wounds - 0/50
Warpriest Channel Positive Energy 4d6 (5/day, DC 21) (Su) - 0/5
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Special Abilities
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Blessings (9/day) (Su) Pool of power used to activate Blessing abilities.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Fervor (4d6, 11/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Hurtful Make melee attack against creature you have just demoralized as free action.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Sacred Armor +3 (13 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +3 (13 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally's AC.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stumbling Bash Foe struck by shield bash takes -2 to AC until end of next turn.
Warpriest Channel Positive Energy 4d6 (5/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Background:
Born to a name he barely remembers, Whiskeyjack joined the ranks of a mercenary army involuntarily at the age of 21, when he was caught with a cup in the officers' private barrel of whiskey. Captain Montagne, a good hearted man for the leader of a mercenary company let the dwarven boy finish drinking, then gave him some more, and then more until the boy passed out cold. By the time the orphan boy woke up, the mercenaries were 30 miles down the road and he had a new name. The life of a boy in the Black Company wasn't a bad one, and Whiskeyjack was soon tasked as the Healer's helper and sometimes apprentice.
Parson Wentles was one of the few non-dwarf clerics of Angradd, and taught the boy a smidgen of faith, in addition to how to boil and lay bandages, clean wounds, and a dozen herbal remedies to everything from headaches to diarrhea. in between his duties as a healer's apprentice, Whiskeyjack learned to wield a hammer and shield, cast a few rudimentary spells of protection, and snuck into the liquor tent as often as he could get away with.
By 47, Whiskeyjack was a confirmed alcoholic, drinking any 4 men under the table and snoring off the excess in the healer's cart afterwards. Often in trouble, always complaining, the young dwarf was nevertheless seen as a good healer and a better fighter and was never flogged, though promotions were not forthcoming either.
At 52, the Black Company dissolved over a leadership dispute after Captain Montagne was killed fighting orcs. The largest portion reformed as the White Company, and Whiskeyjack followed them to a disastrous defeat in the Southern Desert, barely making it back out of the desert alive. After that was Dougan's Devils, a mercenary group out of Farthington. That didn't last long after Dougan upset the mages of the Trident Tower. Breden's Barbarians fell to a large ambush of orcs and giants east of Calimport. Then it was Cavall's Cavaliers...or was it the Red House Gang? So many groups, so many battles ago.
Through it all, Whiskeyjack drank and healed. Healed and drank. He was good at being a soldier, but not so good at following orders - especially orders like "sober up" or "if you pass out drunk again, we're leaving you behind". That's how he ended up in Bronze Company. Bronze Company was hired to help a tribe of goblins fight off some marauding giants. As Whiskeyjack lay in a drunken stupor, one of the goblins - enraged by hatred of dwarf kind - slit his throat with a rusty dagger.
Choking on his own blood, the dwarf had a vision. In it, Angradd appeared and chastised him for falling so low that he was willing to work for goblins. After several foolish and slurred attempts to explain the situation to Angradd - each less likely to be believed than the last - Whiskyjack vowed to serve the dwarven god for eternity. Surprisingly Angradd said "Eternity'll have to wait. I need ye in the mortal world, serving me as ye can, and where I will." With that, the dwarf awoke. His throat was healed and over him lay a shield with Angradd's emblem on it. The symbol of the dwarven god's protection and strength.
Mercenary companies are the only family he can really remember, and he protect his squad mates like a mother hen. Most of his effort in a fight is devoted to protection, with a little left over to bash some heads in if necessary. When he's not staggering drunk, Whiskeyjack is a pretty good fighter, and he takes decent care of his gear. Other Clerics tend to look down upon him - partly because of his drinking habit, and partly because he "perverted" the Create Water orison of their faith pro produce a flask's worth of whiskey instead of water.
Whiskeyjack was picked up by the leader of an expedition to some smoking mountain - the mission approved by Angradd in a vision while Whiskeyjack was worshipping in his favorite manner, roaring drunk - shortly after the last company he was with was decimated by a coordinated attack from 4 groups of well-armed bandits.. "He's the best healer we ever had" boasted Sergeant Hixby, before guiding Whiskeyjack forward. "He's just a little toasted at the moment - mourning lost companions, right?" Four days later, Whiskeyjack sat down amidst the group of adventurer's heroes, and ne'er-do-wells gathered for the journey. Looking around, Whiskeyjack opened a swollen eye and with a grin on his face said "You boys ever heard about the charge of Cavall's Cavaliers into the Storm Lord's teeth? I was there, saw it all. Someone bring me a little something to wet my whistle and I'll tell ya all about it."
progression:
Level 4:
hp: +7
fca: skill +1
bab +3, fort +4, ref +1, will +4
wis +1
special abilities: sacred weapon +1 4/day, channel energy
sacred weapon damage: 1d6
spells per day: +1 2nd level
feats: sacred shield, weapon specialization
skills (4): heal, k. religion, perception, sense motive
Level 5:
hp: +7
fca: skill +1
bab +4, fort +1, will +4
special abilities: fervor 2d6
sacred weapon damage: 1d8
spells per day: +1 1st level, +1 2nd level
feats: shield focus
skills (4): heal, k. religion, perception, sense motive
Level 6:
hp: +7
fca: skill +1
bab +4, fort +5, ref +2, will +5
spells per day: +1 2nd level
feats: quicken blessing (war mind)
skills (4): heal, k. religion, perception, sense motive