Spoiler

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CHARACTER SHEET:
Dethmir of the Wolfram Clan
Blurb:
57 years young, a dutiful but mere acolyte within the ranks of the Wolfram Clan, a tight-knit brotherhood pledged to protect the Ember Forges and all within its aura; both living and building. It is both an honour and sworn promise to be given such a position. (This borders the desert the act will be in; its a subterranean sunken enclave where the armour and weapons the Forges produce are exemplary quality due to their fireforging technique)
At least, it would've been the case if not for that Thursday (or whatever game-equivalent is).
One thing about Dethmir - whenever his mouth caused a problem, his forehead was usually the solution. Which works well most of the time...except if you're blindingly drunk, the room is an alcohol-soaked basement, and the individual's groin you thought you were headbutting was actually the wife of a high priest.
Oops. Guess faith wasn't a strong enough hammer to break that particular youthful habit.
Since then, he wandered around the area on an 'official quest of self-fulfilling enlightenment and spreading the good word of our Lady' - basically, for anyone who isn't as dumb as a brick can see is polite parlance for "stop being our headache, and take your arse out of sight before we kick it out."
During his time of wandering like the sand carried on the desert breeze, he eventually lands in Qasr Al-Hawa to replenish his supplies and partake in some relaxation. Alas, a different form of relaxation happens: headbutting some undead back to death when the place was attacked. His own belief acted before he did, and he defended the place with his life. Something you don't see everyday in the desert: a one dwarf headbutting menace on the battlefield.
During the fighting, Gortig sees this. This laid the foundation for an unusual friendship.
In the present day, he has based himself in and around Heavensholm, earning a somewhat modest living by offering his services to various businesses and wagon escorting. Not much of a life of a once-promising acolyte, but at least its something. Something that's not going to change anytime soon, considering the last missive he received from the Ember Forge is that - like the legends perpetuate - dwarven grudges last longer than mountains when you headbutt someone's wife's pudenda.
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Race: Dwarf
Class: Warpriest 5
Gender: M
Age: 57
Height: 4' 2"
Weight: Classified
Alignment: LN
Deity: Justitia
Favoured class: Warpriest
Experience: 18500
STR: 15 (+2)
DEX: 10 (+0)
CON: 14 (+2)
WIS: 15 (+2)
INT: 10 (+0)
CHA: 8 (-1)
Progression:
Stats:
4th: +1 CON
Languages:
Common
Dwarven
Abyssal
Celestial
Infernal
Racial Features:
Ability Score Modifiers: +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Medium
Type: Humanoid (Dwarf)
Base Speed: 20 feet; never modified by armor or encumbrance.
Languages: Common, Dwarven base.
Hardy: +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: perfectly in dark upto 60 feet.
Hatred: +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes
Weapon Familiarity: proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as martial.
Archetype (i.e. changed traits): Desert Delver: gain cold and fire resistance 1 and treat the temperature as 20 degrees cooler or warmer when determining the effects of extreme heat or extreme cold environments (This replaces defensive training)
Fate's Favoured (Ultimate Campaign pg. 55): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. (As per DM approval, this replaces Greed.)
Favoured Class bonus: Add 1/3 to the number of times per day the warpriest can use blessings, but he can only use these additional uses on blessings that affect weapons or armour.
Class Features:
Aura (Ex):
Spoiler
A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil).
Spoiler
A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
Spoiler
At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon).
Spoiler
At 3rd level and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The warpriest must meet the prerequisites for these feats, but he treats his warpriest level as his base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice) for the purpose of qualifying for these feats.
Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level.
Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level.
Spoiler
At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.
At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.
If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.
At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.
If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.
Spoiler
A warpriest’s bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.
Spoiler
At 2nd level, a 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 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, 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. This counts as positive energy.
An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.
A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells.
As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only 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.
An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.
A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells.
As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only 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.
Spoiler
Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn’t provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability. A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil warpriest (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.
Spoiler
Unless otherwise stated, it is a standard action.
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
Favoured Class bonus: Add 1/3 to the number of times per day the warpriest can use blessings, but he can only use these additional uses on blessings that affect weapons or armour. (currently additional 2/day).
Protection Domain:
War Domain:
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
Favoured Class bonus: Add 1/3 to the number of times per day the warpriest can use blessings, but he can only use these additional uses on blessings that affect weapons or armour. (currently additional 2/day).
Protection Domain:
Spoiler
- Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.
- Aura of Protection (major): N/A at this level.
Spoiler
- War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.
- Battle Lust (major): N/A at this level.
Combat:
HD: 5d8
HP: 41 (31 from HD, 10 from CON)
Temp HP: 0
AC: 21 (10 base, 9 armour, 1 shield, 0 dex, 1 natural, 0 other)
BAB: +3
Speed: 20ft
Init: +1
Saves:
Fort +7 (+4 base, +2 con, +1 enhancement (cloak))
Refl +2 (+1 base, +0 dex, +1 enhancement (cloak))
Will +7 (+4 base, +2 wis, +1 enhancement (cloak))
Attacks:
STR-based: +5 to rolls
DEX-based: +3 to rolls
BAB+STR/DEX+Size
Combat Maneuver Bonus: +5
Combat Manuever Defence: 15
+1 Kukri:
Atck: 1d20+7 (3 BAB, 2 STR, 1 Mstwork, 1 Weapon Focus)
Dmg: 1d8+8/18-20 x2/Sla. (+5 from STR+BAB, +1 from bonus, +2 from weapon spec feat)
Special:
Spoiler
Weapon Specialisation means +2 to base damage.
Atck: 1d20+8 (3 BAB, 2 STR, 1 Mstwork, 1 Weapon Focus, 1 Hard Headed)
Dmg: 1d8+2/x2/Blud.
Special:
Spoiler
This heavy, reinforced helmet can be used to make melee attacks. The wearer may use the helmet when attempting bull rush maneuvers, granting a +2 circumstance bonus on the check, but after completing the maneuver (whether successful or not), the wearer is staggered until the end of his next turn.
In addition, a dwarven boulder helmet grants a +2 circumstance bonus to the wearer’s AC against critical hit confirmation rolls. A dwarven boulder helmet can be enchanted as a weapon (not as armor, despite providing some protection).
A dwarven boulder helmet adds 20% to the wearer’s arcane spell failure chance. It occupies the head slot and is made of metal, not stone, meaning that it can be crafted from unusual materials as a metal weapon.
In addition, a dwarven boulder helmet grants a +2 circumstance bonus to the wearer’s AC against critical hit confirmation rolls. A dwarven boulder helmet can be enchanted as a weapon (not as armor, despite providing some protection).
A dwarven boulder helmet adds 20% to the wearer’s arcane spell failure chance. It occupies the head slot and is made of metal, not stone, meaning that it can be crafted from unusual materials as a metal weapon.
Atck: 1d20+4 (3 BAB, 0 DEX, 1 Mstwork)
Dmg: 1d4+2/x2/Blud./50ft
Special:
Spoiler
Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity.
You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a –1 penalty on attack rolls.
You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a –1 penalty on attack rolls.
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Skills:
(10 ranks, max: 5/2.5)
*=Class Skill
Acrobatics: +0 (0 ranks, +0 Dex)
Appraise: +0 (0 ranks, +0 Int)
Bluff: -1 (0 ranks, -1 Cha)
*Climb: 3 (1 ranks, +2 Str)
*Craft: 0 (0 ranks, +0 Int)
*Diplomacy: -1 (0 ranks, -1 Cha)
Disable Device: +0 (0 ranks, +0 Dex)
Disguise: -1 (0 ranks, -1 Cha)
Escape Artist: +0 (0 ranks, +0 Dex)
Fly: +0 (0 ranks, +0 Dex)
*Handle Animal: -1 (0 ranks, -1 Cha)
*Heal: +4 (2 ranks, +2 Wis)
*Intimidate: -1 (0 ranks, -1 Cha)
*Knowledge: (Religion) +2 (2 ranks, +0 Int)
*Knowledge: (Engineering) +0 (0 ranks, +0 Int)
Linguistics: +0 (0 ranks, +0 Int)
Perception: +4 (2 ranks, +2 Wis) (Stonecunning +2 racial for stonework)
Perform: -1 (0 ranks, -1 Cha)
*Profession: +2 (0 ranks, +2 Wis)
*Ride: +0 (0 ranks, +0 Dex)
*Sense Motive: +3 (1 ranks, +2 Wis)
Sleight of Hand: +0 (0 ranks, +0 Dex)
*Spellcraft: +0 (0 ranks, +0 Int)
Stealth: +0 (0 ranks, +0 Dex)
*Survival: +2 (0 ranks, +2 Wis)
*Swim: +2 (0 ranks, +2 Str)
Use Magic Device: + (0 ranks, -1 Cha)
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Feats:
1st (class bonus): weapon focus (kukri)
1st: weapon focus (dwarven boulder helmet)
3rd: hard headed
3rd (class bonus): Power Attack
5th: weapon specialisation (kukri)
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Spellcasting (1hr meditation/day to prepare spells)
Note: need to stack same spell multiple times to repeat use except for Orisons
Caster Level: 5
Save DC: 10+Spell lvl + Wis mod (2)
Orisons (4/day; DC 12):
Spoiler

Spoiler
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 to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name.
TO TIDY UP
Equipment:
Carrying capacity: 16 STR due to masterwork backpack
Light: <76
Medium: 77-153
Heavy: 154-230
Equipment:
13500
Masterwork sling and stones (21) 300gp
+1 'agile halfplate', 2050gp
Masterwork dwarven boulder helmet, 170gp
+1 kukri, 2308gp
Cloak of resistance +1, 1000gp
Ring of sustenance, 2500gp
Amulet of natural armour (+1), 2000gp
Dusty Rose Prism (Ioun Stone, Cracked), 500gp
Sash, Adventurer’s (blue/black adorned), 20gp
Potion (CLW x3), 150gp
Potion (Enlarge person) x1, 50gp
Scroll (cloak of shade) x2, 50gp
Scroll (divine favour) x2, 50gp
Scroll (lesser restoration) x1, 150gp
Wand of endure elements (15; 225gp)
Wand of CLW (12; 185gp)
Campfire bead, 720gp
Traveler’s Any-Tool, 250gp
Thunderstone, 30gp, 1lb.
Ioun Torch, 75gp
Buckler shield, 5gp
Masterwork backpack, 50gp
Elemental breath, 80gp
Bead, Tent (small), 300gp. HOMEBREW ITEM (This tiny glass bead transforms itself into a small tent suitable for one Medium creature whenever its command word is spoken. Once per day, recharges at dawn. Lasts for 12 hours or until dismissed, turns back into a bead.)
Tindertwig, 3x, 3gp
Whetstone, 2cp
Silk rope, 50ft. 10gp
Heatstone, 20gp
Bedroll, 1sp
Soap, 1cp
Scrollcase (hold 4 scrolls as a move action, more is a full round), 1gp
sun compass, 10gp
Money:
PP: 15
GP: 50
SP: 300
CP: 80
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Notes:
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