Wyran Mesari
Male Warpriest 2 (Sarenrae; Glory, Healing)
NG Medium Outsider (Angel – Blooded Aasimar)
Init +2;
Senses Perception +2
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Defense
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AC 18 (+5 Armor, +2 Dex, +1 Shield), Touch 11, Flat-Footed 15
acid resistance 5, cold resistance 5, and electricity resistance 5
HP 17 (2d8+4)
Fort +4, Ref +2, Will +4
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Offense
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Speed 20 ft.
Melee MW Scimitar +8 (1d6+4/18-20)
Cold Iron Dagger +5 (1d4+4/19-20)
TWF: Light Spiked Shield +3 (1d4+2); Scimitar +6 (1d6+4)
Ranged Shortbow +3 (1d6/19-20)
Special Abilities Blessing 4/day (Blinding Strike, Glorious Presence), Alter Self 1/day, Fervor (1d6) 1/day
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Statistics
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Str 18, Dex 15, Con 13, Int 10, Wis 12, Cha10
Base Atk +1; CMB+5; CMD 17
Feats Weapon Focus (Scimitar), Two Weapon Fighting, Improved Shield Bash
Traits Armor Expert, Force for Good
Skills Heal +7, Survival +6, Perception +2
Untrained Skills
Languages Common, Celestial
SQ Orisions, Blessings
Combat Gear Alchemist's Fire;Other Gear MW Scimitar, dagger, shortbow, Arrows(20), Scale Mail, Light Spiked Steel Shield, Fighter's Kit(backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin), candle (5), Soldier's Outfit, Cold-Weather Outfit, Holy Symbol, Wooden. 604g, 4s, 5cp.
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Spells
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Orisons - Guidance, Stabilize, Resistance, Detect Magic
1st Level - Magic Weapon (x2), Shield of Faith
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Special Abilities
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Spell-Like Ability: Angel-Blooded Aasimars can use Alter Self once per day as a spell-like ability (caster level equal to the aasimar's class level)
Darkvision: Aasimars can see in the dark up to 60 feet
Blinding Strike (minor): At 1st level, as a melee
touch attack, you can create a flash of sunlight at your
opponent’s eyes. If it fails a Reflex saving throw, it is
blinded for 1 round; otherwise, it’s dazzled for 1 round.
This is a light effect. Creatures with light blindness or
light sensitivity take a –4 penalty on this saving throw.
Glorious Presence (minor): At 1st level, as a standard
action you can touch an ally to grant it a glorious
blessing. For 1 minute, the ally becomes mesmerizing to
her opponents. This functions as sanctuary, except if the
ally attacks, it only breaks this effect with respect to that
opponent. This is a mind-affecting effect.
Force for Good: Your good-aligned spells are especially
powerful, and they function at +1 caster level. This trait
makes your aura more powerful (one step higher), as
outlined in the detect evil spell.
Spontaneous Casting: A good warpriest (or a neutral
warpriest of a good deity) can channel stored spell energy
into healing spells that he did not prepare ahead of time.
The warpriest can expend any prepared spell that isn’t
an orison in order to cast any cure spell of the same spell
level or lower. A cure spell is any spell with “cure” in its
name.
Fervor (Su): Starting at 2nd level, the warpriest can
draw upon the power of his faith to heal wounds or harm
foes. He can also use this ability to quickly cast spells that
aid in his struggles. This ability can be used a number of
times per day equal to half his warpriest level plus his
Charisma modifier.
With one use of this ability, a good warpriest (or one
who worships a good deity) can touch a creature to heal
1d6 points of damage plus an additional 1d6 points of
damage per 3 warpriest levels above 2nd (to a maximum
of 7d6 at 20th level). Using this ability is a standard
action, unless the warpriest targets herself, in which
case it’s a swift action. Alternatively, the warpriest can
use this ability to harm an undead creature, dealing the
same amount of damage he would otherwise heal with a
melee touch attack. Using fervor in this way is a standard
action that provokes an attack of opportunity. Undead do
not receive a saving throw against this damage.
As a swift action, a warpriest can expend one use
of this ability to cast any one warpriest spell he has
prepared. When cast in this way, the spell can only target
the warpriest, even if it could normally affect other or
multiple targets. Spells cast in this way ignore somatic
components and do not provoke attacks of opportunity.
The warpriest does not need to have a free hand to cast a
spell in this way.