Tarkin 3rd
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Lawful Neutral, Worshiper and Cleric of Iomedae
Dwarf, Warpriest [Arsenal Chaplain] (3rd)
AC HP Fort Reflex Will SR CMD Initiative BAB
16 (34) +8 +2 +8 (-) (14) +5 +2
Strength: 17 (+3)
Dexterity: 13 (+1)
Constitution: 18 (+4)
Intelligence: 14 (+2)
Wisdom: 18 (+4)
Charisma: 10 (-)
Blessings per day Sacred weapon rounds per day Fervor per day
(4) (-) (7)

Feats & Traits:

  • Stolen Fury Gain a +2 trait bonus on all CM checks against Demons [Campaign Trait]
  • Toughness You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). [Racial Bonus]
  • Improved Initiative Gain a +4 bonus to initiative checks [1st]
  • Weapon Focus - Warhammer Gain a +1 bonus to attack rolls with weapons of the chosen group [Class Bonus]
  • Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage [Class Bonus]
  • Cleave As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. [3rd]

Skills:

Perception +10 [3] Sense Motive +10 [3] Spellcraft +8 [3] Knowledge (religion) +8 [3]

Languages:

  • Common, Abyssal, Celestial

Class features and Special abilities:

Racial Features: Dwarf
Stat Modifiers: +2 Con & Wis, -2 Chr
Base Speed: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype
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.
Unstoppable: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces Hardy.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces Greed.
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: Dwarves can see perfectly in the dark up to 60 feet
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes
Warpriest Features: -
Aura: 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).
Blessings: 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. If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform
~ An arsenal chaplain must choose War as his blessing, and can do so even if it is a domain not normally granted by his deity. He does not receive a second blessing.
Weapon Focus: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity's favored weapon)
Sacred Weapon: Read about me here!
~ The base damage of an arsenal chaplain's sacred weapon does not increase above 1d6.
Fevour: 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
Bonus Language 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.

Spell Preparation:

Blessings An Arsenal chaplain may only select the War Blessing
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
Spells Known Warpriests draw their spells from the cleric list
Spell Slots per day: Orisons 1st
Infinite (4)
Spell Prepared: Orisons (4) 1st (4)
Detect Magic Detect Evil
Create Water Divine Favor
Guidance Shield of Faith
Read Magic Protection from Evil

Items, gear and equipment:

Weapons:
Longhammer, Dwarven: 2d6, Crit: ×3 — 20 lbs. Bashing Damage. Reach
Enhancements
Wondrous Items:
Ioun Stones:
Spellbooks
Scrolls
Potions
Mundane Equipment:
Other Items:
Head
Headband
Eyes
Shoulders
Neck
Body
Chest
Armour Armored Coat: +4 AC, Max Dex Mod +3, ACP -2
Armored Kilt: +1 AC, moves other armor up one weight group
Belt
Wrist
Hands
Ring 1
Ring 2
Feet
GP Pouch
15 gp

Familiars, Cohorts, Followers, Intelligent items, and Common Summons


Cheat Sheets at this level:

Standard attack +6 to hit with Longhammer
+7 with War Blessing/Guidance/Divine Favor
Standard Damage 2d6 + 4
Power Attack +5 to hit with Longhammer
+6 with War Blessing/Guidance/Divine Favor
Power Attack Damage 2d6 + 7

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