Windel Warhaven
Dwarf cleric 5
LN Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 18, touch 10, flat-footed 18 (+7 armor, +1 shield)
hp 41 (5d8+9)
Fort +5, Ref +2, Will +8; +2 vs. poison, spells, and spell-like abilities, +2 trait bonus vs. fear
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee dagger +4 (1d4+1/19-20) or
. . gauntlet (from armor) +4 (1d3+1) or
. . heavy mace +4 (1d8+1) or
. . unarmed strike +4 (1d3+1 nonlethal) or
. . warhammer +4 (1d8+1/×3) or
. . wooden stake +4 (1d4+1)
Special Attacks channel positive energy 7/day (DC 14, 3d6 [+5 vs. undead]), hatred, sun's blessing
Domain Spell-Like Abilities (CL 5th; concentration +8)
. . 6/day—battle rage (+2)
Cleric Spells Prepared (CL 5th; concentration +8)
. . 3rd—dispel magic, prayer, remove blindness/deafness, remove curse, remove disease, searing light{super}D{/super}, stone shape
. . 2nd—burst of radiance (DC 15), consecrate, spiritual weapon{super}D{/super}, spiritual weapon
. . 1st—bless, divine favor, magic weapon{super}D{/super}, magic weapon, protection from evil
. . 0 (at will)—create water, detect magic, read magic, vigor
. . D Domain spell; Domains Sun, War
Spells used"
3rd lv:
2nd lv: Burst of Radiance converted to CMW;
1st lv:
channels used: 5 of 7
Kreescandiq:
Kreescandig, the Spider Slayer Axe
Alignment – neutral good
Intelligence – 10
Wisdom – 10
Charisma – 12 (+1 ego)
Item has Empathy only
Item can detect special purpose foes within 60’ (+1 ego)
Item was created to slay giant poisonous spiders (+2 ego)
Magical Weapon Ego +4
Total Ego = 8
The axe is a +1/+2 Melee weapon
It is +1 to hit against all enemies, and +2 versus Spiders (bonus also applies to damage)
The Axe is a +2/+3 Thrown weapon
When thrown, it is +2 to hit against all enemies and +3 against Spiders (However! damage bonus remains the same as above)
It is a Bane weapon against Giant Poisonous Spiders ONLY (doing an additional 2d6 damage on a successful hit against these creatures)
The Axe is a special Returning Weapon, and normally returns to the wielder as per the normal rules for Returning Weapons, but on a successful hit against a Giant Poisonous Spider the weapon “Bites” instead and continues to do 2d6 damage every round automatically. The Axe cannot be made to return in this situation, and could be lost, if the spider were to escape with the axe imbedded in it, but the Dagger will “know” the location of the axe, and lead the character to it as long as it is within 1000 feet.
The Dagger is a +2/+3 Melee weapon
It is +2 against all enemies, and +3 versus Spiders
On a successful hit against any poison bearing monster, the Dagger will attempt to drain the potency of the poison from the creature. The struck creature is allowed a Will save (the DC is the Daggers Ego +10) and if successful the creature is not effected, but on a failure, the dagger magically drains the potency of that creature’s poison attacks for one minute. The Dagger, if successful in draining poison potency, can be commanded to deliver a poison attack (using the poison statistics of the creature it has drained) for a time up to one minute after it has drained poison potency. To do this the character must succeed at a Will save against the Dagger’s Ego, or the dagger will refuse to use the poison it has drained.
Also, once per day the dagger can be commanded to “Neutralize Poison” as per the Spell. The caster level for this ability is 8.
When thrown the axe gives off light as a Torch, illuminating the target momentarily when it strikes.
The blade of the dagger is made from the Fang of a Huge Venomous Spider, it is enchanted, strong enough to be used in combat, and instills "Hatred” in any spider that sees it.
This weapon was made by a Dwaven Oracle to assist a long forgotten Dwarven Leader (in a time before the current political situation of a Dwarven Empire) in a war against a tribe of Goblins that rode giant Poisonous Spiders. When the Tribe of Goblins were defeated, the Axe was passed down through several generations of Dwarves until it was given to a Goblin Tribe as a promise of peace (with the understanding that these Goblins would never again take to using poisonous spiders as mounts).
The weapon is vain, and wants nothing more than to be used in battle against spiders and will constantly impart a feeling of mild Arachnophobia in the wielder. It does not mind being passed around, but will choose a character (typically a character with a high Charisma Score) to latch onto and try to make that character “feel” as though the character and the weapon have a special bond. When in possession of the weapon, if you are not actively seeking out spiders to fight, the weapon becomes agitated and ramps up the Arachnophobia it imparts, until the feeling of fear of spiders becomes debilitating (usually taking a week, and then a Will Save must be made against the weapons Ego, or you abandon any plans you have and seek out giant spiders in preference to everything else including sleep and food).
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[b]Statistics
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Str 12, Dex 10, Con 13, Int 10, Wis 17, Cha 14
Base Atk +3; CMB +4; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Extra Channel, Scribe Scroll, Selective Channeling
Traits courageous, grounded, indomitable faith
Skills Acrobatics -6 (-4 on balance-related checks), Appraise +0 (+2 to assess nonmagical metals or gemstones), Heal +7, Knowledge (planes) +4, Knowledge (religion) +7, Perception +4 (+6 to notice unusual stonework), Spellcraft +7; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
Other Gear +1 chainmail, chain shirt, buckler, dagger, heavy mace, warhammer, wooden stake, 19 gp
Monster bag;
A pouch of rock salt
5 pouches of fine-ground flour
A jar of lamp oil
10 tindertwigs
A vial of anti-werewolf oil
2 vials of anti-vamp oil
10 silver slingbullets
10 iron sling bullets.
Silver mirror
5 sharpened stakes and a mallet
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Tracked Resources
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Battle Rage +2 (6/day) (Sp) - 1/6
Cleric Channel Positive Energy 3d6 (7/day, DC 14) (Su) - 5/7
Dagger - 0/1
Extra Channel (2/day) - 0/2
Wooden stake - 0/1
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Special Abilities
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Battle Rage +2 (6/day) (Sp) Touch ally to grant +2 to a melee dam for 1 rd.
Cleric Channel Positive Energy 3d6 (7/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Cleric Domain (War) Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Courageous +2 save vs. fear.
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.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Grounded +2 trait bonus on balance-related Acrobatics checks.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Selective Channeling Exclude targets from the area of your Channel Energy.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Sun's Blessing (Su) +5 to channel damage vs. undead and they don't get channel resistance.
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