human or half orc warpriest 5


Male warpriest 5
CN Medium humanoid (human)
Deity Gorum
Init + 4; Senses Perception + 5
AC 20, touch 11, flat-footed 19 (+ 9 armor, + 1 dex)
hp 39 (5d8+ 10)
Fort + 5, ref + 2, Will + 6
Defensive abilities
Speed 20 ft.
melee mwk big two-hand weapon + 9 (2d6+ 6/19–20)
ranged mwk heavy crossbow + 4 (1d10/19–20)
Special attacks blessings 4/day (Strength: strength surge + 2; war mind), fervor (2d6, 4/day), sacred weapon + 1 (1d6); channel energy
Warpriest Spells Prepared (CL 4th; concentration + 10)
2nd—bull’s strength(2), ironskin
1st—bless, divine favor(2), magic weapon, shield of faith
0—create water, detect magic, read magic, stabilize
Str 18, Dex 12, Con 13, Int 10, Wis 14, Cha 8
Base atk + 3; CMB + 7; CMD 18
Feats Combat Casting, Furious Focus, Power Attack, Toughness, Weapon Focus (greatsword)
Skills Heal + 8, Intimidate + 7, Knowledge (engineering) + 5,
Knowledge (religion) + 4, Perception + 5, Sense Motive + 7
languages Common, Orc, Kellid
SQ focus weapon, spontaneous casting (cure) Combat gear alchemist’s fire (2), holy water (3); Other gear mwk fullplate, greatsword, mwk heavy crossbow with 20 bolts, spiked gauntlet, backpack, battle standard, belt pouch, caltrops, drum, flint and steel, healer’s kit, iron holy symbol of Gorum, shovel, torches (4), trail rations (2 weeks), waterskin, 38 gp
Blessings (Su) Your deity (Gorum, god of strength and battle)
grants you the following minor powers, which you can call upon four times per day in any combination.
Strength Surge: As a swift action, you gain a +1 enhancement bonus on melee attacks, combat maneuver checks that rely on Strength, Strength- based skills, and Strength checks for 1 round.
War Mind: You can touch an ally to grant it a
tactical advantage for 1 minute. Each round at the start
of its turn, 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.
Fervor (Su) Three times per day, you can touch a creature
to heal it of 1d6 points of damage as a standard action; targeting yourself is a swift action. Alternatively, you can deal 1d6 points of damage to an undead creature with a successful melee touch attack as a standard action that provokes an attack of opportunity. This attack counts as positive energy and undead do not receive a saving throw against it.
As a swift action, you can expend one use of fervor to cast any one warpriest spell you have prepared. You can target only yourself with this spell, 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. You do not need to have a free hand to cast a spell in this way.
Focus Weapon You receive Weapon Focus as a bonus feat. Sacred Weapon (Su) Your deity’s favored weapon
(greatsword) and any weapons designated by selecting them with the Weapon Focus feat are sacred weapons, and deal damage based on your level rather than the weapon type. At 3rd level, a sacred weapon deals 1d6 points of damage. If the weapon normally deals more damage than this, its damage is unchanged. This does not affect any other aspect of the weapon.
Spontaneous Casting You can expend any prepared spell that isn’t an orison (0-level spell) in order to cast any spell with “cure” in its name that’s of the same spell
level or lower.


Warpriest Fanatics XP
NG Tiny army of humans (warpriest 5)
hp 3; ACR 1/2
DV 13; OM +3,
Resources healing potions, improved armor, improved weapons,
Special channel positive energy, spellcasting
Speed 1; Consumption 1

these guys are crazy, hanging out in the middle of nowhere to fight people.

They heal you up after the battle, so that’s at least good.


Iron Gods: The Choking Tower Eak Eak