Male centaur warpriest of Gorum 13
CN Large monstrous humanoid
Init +3; Senses darkvision 60 ft.; Perception +27
AC 20, touch 10, flat-footed 21 (+10 armor, +1 Dex, -1 size) (currently 22 with magic vestment)
hp 125 (13d8+39) (currently 120)
Fort +15, Ref +10, Will +19
Defensive Abilities sacred armor (+3, 13 minutes/day [2 used])
Speed 70/(80 with war mind) ft. (50(/55) ft. in armor)
Melee +2 mithral lance +18/+13 (1d10+15/19-20/×3)
:adamantine lucerne hammer +15/+10 (1d12+9)
:armor spikes +12/+7 (1d8+6)
:cold iron greatsword +14/+9 (2d6+9/19-20)
Ranged javelin +10 (1d6+6)
Space 10 ft.; Reach 5 ft. (10 ft. with adamantine lucerne hammer & +2 mithral lance)
Special Attacks blessings 9/day [3 used] (Strength: stength of will, strength surge, War: battle lust, war mind), channel positive energy (DC 20, 4d6), fervor 10/day [5 used] (4d6), sacred weapon (1d10, +3, 13 rounds/day)
Warpriest Spells Prepared (CL 13th; concentration +17)
:5th— 1 unprepred slot
blessing of fervor[APG] (DC 18), divine power, greater magic weapon, 1 unprepred slot
communal align weapon[ACG], daylight, magic vestment, water breathing, 1 unprepred slot
:2nd— effortless armor[UC],
grace[APG], grace[APG], grace[APG], communal protection from evil[UC], 1 unprepred slot
divine favor, divine favor, divine favor, liberating command[UC], shield of faith, 1 unprepred slot
:0 (at will)—create water, detect magic, guidance, light, mending
Str 22, Dex 14, Con 17, Int 8, Wis 18, Cha 10
Base Atk +9; CMB +16; CMD 28 (32 vs. trip)
Feats Barroom Brawler, Combat Reflexes, Deadly Aim, Furious Focus, Greater Weapon Focus (lance), Greater Weapon Specialization (lance), Improved Critical (lance), Iron Will, Lunge, Natural Jouster, Power Attack, Skill Focus (Perception), Weapon Focus (lance), Weapon Specialization (lance)
Traits conspiracy hunter, veteran of battle
Skills Acrobatics -3 (+9 to jump), Climb +6, Diplomacy +4, Disable Device -4, Handle Animal +5, Heal +8, Intimidate +4, Knowledge (engineering) +12, Knowledge (religion) +3, Perception +27, Profession (porter) +16, Profession (soldier) +12, Sense Motive +10, Survival +9, Swim +12
Languages Common, Sylvan
Combat Gear hand of glory, horn of blasting, pearl of power (2nd level), potion of cure moderate wounds (5), potion of cure serious wounds (3), potion of gaseous form (3), holy water (2), tanglefoot bag (2); Other Gear +1 armor spikes full plate, +2 mithral lance, adamantine lucerne hammer<sup>APG</sup>, cold iron greatsword, javelin (6), bag of holding iv, belt of physical perfection +2, cloak of resistance +4, goggles of night, headband of inspired wisdom +2, horseshoes of speed, ring of feather falling, ring of swimming, grappling hook, iron holy symbol of Gorum<sup>UE</sup>, saddlebags, silk rope (250 ft.), spell component pouch, 200 pp, 6,905 gp
Barroom Brawler (1/day) - 0/1
Blessings (9/day) (Su) - 3/9
Daylight (1/day) - 1/1
Fervor (4d6, 10/day) (Su) - 5/10
Holy water - 0/2
Javelin - 0/6
Pearl of power (2nd level, 1/day) - 0/1
Potion of cure moderate wounds - 0/5
Potion of cure serious wounds - 0/3
Potion of gaseous form - 0/3
Sacred Armor +3 (13 minutes/day) (Su) - 2/13
Sacred Weapon +3 (13 rounds/day) (Su) - 0/13
See Invisibility (1/day) - 0/1
Tanglefoot bag - 0/2
Barroom Brawler (1/day) As mv act, gain combat feat that you meet prereqs for for 1 min.
Blessings (9/day) (Su) Pool of power used to activate Blessing abilities.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fervor (4d6, 10/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Natural Jouster Deal double damage with a lance while charging.
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.
Warpriest Channel Positive Energy 4d6 (5/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Lucky Channeler - Once per session, when channeling energy, you can re-roll all the 1's and 2's, and keep the result, that was better.
+10 base speed (Quadruped)
(+10 base land speed [War Mind])
+30 enchancement bonus to base speed (Horseshoes of Speed)
=70ft / 80ft (in armor 50/55ft)
1.) Valmistelee loitsut illlalla, haluaa olla aina valmis koitoksiin
2.) Tarjoutuu vapaaehtoisesti ottamaan muiden kantamuksia laukkuihinsa
3.) Ei anna itseään käytettävän ratsuna kuin poikkeusolosuhteissa.
4.) Nukkuu seisaallaan
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.