Karstan
Human Cleric 10th, Ordained Champion 5th (Hextor)
LN Medium Humanoid
Init -1; Senses Listen +6, Spot +6
AC 25, touch 10, flat-footed 25
hp 98 (15 HD)
Fort +15 Ref +5 Will +19
Speed 20 ft
Melee Holy Warrior active. +2 Adamantine Flail 1d20+21 / 1d20+16 / 1d20+11 ( 1d8+10 plus 15 on a smite) or
Ranged mwk light crossbow +12 (1d8)
Base Atk +12, Grp +14
Attack Options Smite +4 atk +15 dmg, War Caster, Rapid Spontanious Casting, Channel Spell
Special Action: Turn Undead, Holy Warrior,
Combat Gear: Potion of Cure Moderate Wounds, Belt of Healing, Anklet of Translocation
Cleric Spells Prepared (CL 13, DC 16+Spell Level
7th - Dictum, Disintegrate D, Power Word Blind Sp
6th - Summon Monster VI, Heal, Visage of the Deity, Harm D, Blade Barrier Sp
5th - True Seeing, Spell Resistance, Swift Etherealness, Righteous Might, Slay Living, DFlame Strike Sp
4th - Dismissal, Cure Critical Wounds, Tongues, Airwalk, Spiritual Advisor, Inflict Critical Wounds, DDivine Power Sp
3rd - Dispel Magic, Magic Vestment, Dispel Magic, Cure Serious Wounds, Create food and water, Magic Circle Against ChaosDMagic Vestment Sp
2nd - Shield other, Hold Person, Hold Person, Darkbolt, Darkbolt, Death Knell, Undetectable Alignment, Shatter D, Spiritual Weapon Sp
1st - Bless, Command, Shield of Faith, Divine Favor, Sancturary, Cure Light Wounds, Command, Inflict Light Wounds D, Magic Weapon Sp
Orisons - Light, Light, Read Magic, Read Magic, Create Water, Detect Magic]
Abilities Str 15, Dex 8, Con 14, Int 10, Wis 22, Cha 12
SQ DR 3/-
Feats Diehard, Extra Turning, Extra Turning, Greater Spell Focus (Abjuration), Power Attack, Spell Focus (Abjuration), Spell Penetration, Sunder, Weapon Focus (flail), Weapon Specialization (flail)
Skills Concentration +12, Diplomacy +5, Knowledge (arcana) +1, Knowledge (history)+1, Knowledge (religion)+5, Knowledge (the planes)+5, Knowledge (the planes) +10, Spellcraft +10
Possessions: +3 Adamantine Full plate, +2 Heavy Steel Shield, +1 Ring of Protection, +2 Adamantine Flail, Gauntlets of Ogre Power, Periapt of Wisdom +4, Belt of Healing, Anklet of Translocation, Phylactary of Faithfulness, Cloak of Resistance +2, Ring of Protection +1, Ring of Counterspell (hold person)
Smite (Su):
Karstan can spend one daily use of your turn/rebuke undead ability as a swift action to turn your next melee attack into a smite. You gain a bonus equal to your Cha risma modifier on attack rolls, and you deal extra damage equal to your total effective turning or rebuking level. Your smite attack is not limited by alignment or race; you can attempt to smite any foe. Except as noted here, this ability functions like the paladin’s smite evil ability. Channel Spell (Sp):
At 3rd level, you can channel any spell you have available to cast into your melee weapon. Doing so requires a move action and uses up a prepared spell or spell slot just as if you had cast the spell. The channeled spell affects the next target you successfully attack with that weapon, though saving throws and spell resistance still apply normally. Even if the spell normally affects an area or is a ray, it still affects only the target in this case. On a successful hit, the spell is discharged from the weapon, which can then hold another spell. You can channel your spells into only one weapon at a time. A spell channeled into a weapon is lost if not used within 8 hours. Divine Bulwark (Sp):
At 3rd level, you can sacrifice a prepared spell or spell slot as a swift action to gain damage reduction. The value of the damage reduction equals 1 + spell level sacrificed, and it can be overcome by a chaoticaligned strike. Thus, a 3rd-level ordained champion who sacrificed a flame strike spell would gain damage reduction 6/chaotic for 3 rounds. The damage reduction gained from multiple uses of this ability does not stack. This protection lasts for a number of rounds equal to your ordained champion level. Fist of the Gods (Sp):
At 4th level, you can sacrifice a prepared spell or spell slot as a swift action to deal extra damage. Doing so grants you a bonus equal to 1 + spell level sacrificed on your damage rolls for melee attacks. This benefit lasts for a number of rounds equal to your ordained champion level. Rapid Spontaneous Casting (Ex):
When you attain 4th level, any spell from the War domain that you spontaneously cast requires only a swift action if its normal casting time is no more than 1 standard action, or a standard action if its normal casting time is 1 full-round action. A spontaneous spell that you modify with a metamagic feat requires only its normal casting time rather than the extra time such a spell normally requires. Holy Warrior (Sp):
At 5th level, you can spend one daily use of your turn/rebuke undead ability as a swift action to bring your Wisdom into play in combat. For 5 rounds after you activate this ability, you can use your Wisdom modifier in place of your Strength modifier on attack rolls and damage rolls. War Caster (Ex): At 5th level, you gain a +2 bonus to your effective caster level when casting spells that appear on the War domain spell list.
LN Medium Humanoid
Init -1; Senses Listen +6, Spot +6
AC 25, touch 10, flat-footed 25
hp 98 (15 HD)
Fort +15 Ref +5 Will +19
Speed 20 ft
Melee Holy Warrior active. +2 Adamantine Flail 1d20+21 / 1d20+16 / 1d20+11 ( 1d8+10 plus 15 on a smite) or
Ranged mwk light crossbow +12 (1d8)
Base Atk +12, Grp +14
Attack Options Smite +4 atk +15 dmg, War Caster, Rapid Spontanious Casting, Channel Spell
Special Action: Turn Undead, Holy Warrior,
Combat Gear: Potion of Cure Moderate Wounds, Belt of Healing, Anklet of Translocation
Cleric Spells Prepared (CL 13, DC 16+Spell Level
7th - Dictum, Disintegrate D, Power Word Blind Sp
6th - Summon Monster VI, Heal, Visage of the Deity, Harm D, Blade Barrier Sp
5th - True Seeing, Spell Resistance, Swift Etherealness, Righteous Might, Slay Living, DFlame Strike Sp
4th - Dismissal, Cure Critical Wounds, Tongues, Airwalk, Spiritual Advisor, Inflict Critical Wounds, DDivine Power Sp
3rd - Dispel Magic, Magic Vestment, Dispel Magic, Cure Serious Wounds, Create food and water, Magic Circle Against ChaosDMagic Vestment Sp
2nd - Shield other, Hold Person, Hold Person, Darkbolt, Darkbolt, Death Knell, Undetectable Alignment, Shatter D, Spiritual Weapon Sp
1st - Bless, Command, Shield of Faith, Divine Favor, Sancturary, Cure Light Wounds, Command, Inflict Light Wounds D, Magic Weapon Sp
Orisons - Light, Light, Read Magic, Read Magic, Create Water, Detect Magic]
Abilities Str 15, Dex 8, Con 14, Int 10, Wis 22, Cha 12
SQ DR 3/-
Feats Diehard, Extra Turning, Extra Turning, Greater Spell Focus (Abjuration), Power Attack, Spell Focus (Abjuration), Spell Penetration, Sunder, Weapon Focus (flail), Weapon Specialization (flail)
Skills Concentration +12, Diplomacy +5, Knowledge (arcana) +1, Knowledge (history)+1, Knowledge (religion)+5, Knowledge (the planes)+5, Knowledge (the planes) +10, Spellcraft +10
Possessions: +3 Adamantine Full plate, +2 Heavy Steel Shield, +1 Ring of Protection, +2 Adamantine Flail, Gauntlets of Ogre Power, Periapt of Wisdom +4, Belt of Healing, Anklet of Translocation, Phylactary of Faithfulness, Cloak of Resistance +2, Ring of Protection +1, Ring of Counterspell (hold person)
Smite (Su):
Karstan can spend one daily use of your turn/rebuke undead ability as a swift action to turn your next melee attack into a smite. You gain a bonus equal to your Cha risma modifier on attack rolls, and you deal extra damage equal to your total effective turning or rebuking level. Your smite attack is not limited by alignment or race; you can attempt to smite any foe. Except as noted here, this ability functions like the paladin’s smite evil ability. Channel Spell (Sp):
At 3rd level, you can channel any spell you have available to cast into your melee weapon. Doing so requires a move action and uses up a prepared spell or spell slot just as if you had cast the spell. The channeled spell affects the next target you successfully attack with that weapon, though saving throws and spell resistance still apply normally. Even if the spell normally affects an area or is a ray, it still affects only the target in this case. On a successful hit, the spell is discharged from the weapon, which can then hold another spell. You can channel your spells into only one weapon at a time. A spell channeled into a weapon is lost if not used within 8 hours. Divine Bulwark (Sp):
At 3rd level, you can sacrifice a prepared spell or spell slot as a swift action to gain damage reduction. The value of the damage reduction equals 1 + spell level sacrificed, and it can be overcome by a chaoticaligned strike. Thus, a 3rd-level ordained champion who sacrificed a flame strike spell would gain damage reduction 6/chaotic for 3 rounds. The damage reduction gained from multiple uses of this ability does not stack. This protection lasts for a number of rounds equal to your ordained champion level. Fist of the Gods (Sp):
At 4th level, you can sacrifice a prepared spell or spell slot as a swift action to deal extra damage. Doing so grants you a bonus equal to 1 + spell level sacrificed on your damage rolls for melee attacks. This benefit lasts for a number of rounds equal to your ordained champion level. Rapid Spontaneous Casting (Ex):
When you attain 4th level, any spell from the War domain that you spontaneously cast requires only a swift action if its normal casting time is no more than 1 standard action, or a standard action if its normal casting time is 1 full-round action. A spontaneous spell that you modify with a metamagic feat requires only its normal casting time rather than the extra time such a spell normally requires. Holy Warrior (Sp):
At 5th level, you can spend one daily use of your turn/rebuke undead ability as a swift action to bring your Wisdom into play in combat. For 5 rounds after you activate this ability, you can use your Wisdom modifier in place of your Strength modifier on attack rolls and damage rolls. War Caster (Ex): At 5th level, you gain a +2 bonus to your effective caster level when casting spells that appear on the War domain spell list.
Children