Male half-celestial human warpriest 1
NG Medium outsider (native)
Init + 4; Senses darkvision 60 ft., Perception + 4
Aura aura of good, aura of law
AC 19, touch 13, flat-footed 16 (+ 5 armor, + 3 Dex, + 1 natural)
hp 12 (1d8+4)
Fort +6, Ref +4, Will +5, +4 vs. poison
DR 5/magic; Immune disease; Resist acid 10 , cold 10 , electricity 10 ; SR 12
Speed 20 ft., fly 40 ft. (good)
Ranged beretta m9 +5 (2d6/x4)
Special Attacks sacred weapon, smite evil
Blessing Supernatural Abilities (3/day) holy strike, war mind
Innate Spell-Like Abilities: (CL 1st, concentration +4):
3/day—protection from evil (DC 10)
Warpriest Spells Prepared (CL 1st, concentration +4):
1st—bless, detect evil
0 (at will)—resistance, stabilize, virtue
Str 16, Dex 19, Con 18, Int 12, Wis 17, Cha 10
Base Atk +0; CMB +3; CMD 17
Feats Endurance, Exotic Weapon Proficiency (Firearms), Improved Unarmed Strike, Weapon Focus (Pistol)
Skills Acrobatics +1 , Acrobatics (Jump) -3 , Climb +4 , Escape Artist +1 , Fly +5 , Perception +4 , Profession (Soldier) +7 , Ride +1 , Stealth +1 , Survival +7 , Swim +4
Traits armor expert, fate’s favored
Languages English, French
SQ +4 racial bonus on saves against poison, aura, aura of good, aura of law, blessings, bonus feat, bonus languages, darkvision, focus weapon, holy strike, immunity to disease 10, orisons 10, resistance to acid 10, resistance to cold, resistance to electricity, skilled, spontaneous casting
Gear scale mail, beretta m9, 9mm ammunition (150)
Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Aura (Ex) 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).
Blessings (Su) You can call upon the power of your blessings 3 times per day. The DC for these blessings is 13
Fate’s Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Focus Weapon At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon).
Holy Strike (Su) You can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.
Sacred Weapon (Su) Sacred weapons (including his deities favored weapon and all weapons with Weapon Focus) can do base 1d6 damage instead of the weapons normal base damage.
Smite Evil (Su) Once per day, as a swift action, the half-celestial can smite evil as the smite evil ability of a paladin of the same level as the half-celestial’s Hit Dice. The smite persists until target is dead or the half-celestial rests.
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 to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name. An evil warpriest (or a neutral warpriest of an evil deity) can’t convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with “inflict” in its name. A warpriest that is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels
War Mind (Su) 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.