Male orc warpriest of Gorum 6 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Bestiary 222) (CR 5)
Medium humanoid (orc); AL none
Init +4; Senses darkvision 60 ft.; Perception +2


AC 20, touch 11, flat-footed 20 (+9 armour, +1 deflection)
hp 42 (6d8+12)
Fort +7, Ref +3, Will +8; +4 alchemical bonus vs. nauseating or sickening effects.
Defensive Abilities ferocity


Speed 30 ft. (20 ft. in armour)
Melee +1 greatsword +10 (2d6+7/19-20)
Special Attacks blessings 6/day, channel positive energy 2/day (DC 14, 2d6), fervor 5/day (2d6), sacred weapon (+1 1d8, 6 rounds/day)
Warpriest Spells Prepared (CL 6; concentration +8)
   level 2—cure moderate wounds, cure moderate wounds, cure moderate wounds, cure moderate wounds
   level 1—bless, cure light wounds, cure light wounds, cure light wounds, Gorum’s armourISWG
   orisons—create water, detect magic, guidance, resistance, stabilize


Str 18, Dex 10, Con 13, Int 6, Wis 14, Cha 10
Base Atk +4; CMB +8; CMD 19
Feats Extra Channel, Extra Channel, Extra Channel, Improved Initiative, Power Attack, Weapon Focus (greatsword)
Skills Acrobatics -5 (-9 to jump), Heal +8, Knowledge (religion) +2, Spellcraft +2, Survival +6
Languages Orc, Taldane
SQ blessings (strength surge, war mind), dayrunner
Other Gear masterwork full plate, +1 greatsword, cloak of resistance +1, filthy rags, ring of protection +1, 226 gp, 4 sp

Special Abilities

Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white only).
Dayrunner -2 penalty on ranged attack rolls.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Fervor (2d6, 4/day) (Su) 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 warpriest 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. 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.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Weapon +1 (6 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Strength Surge As a swift action you can focus your own strength. You gain an enhancement bonus equal to 1/2 your warpriest level (minimum +1) on melee attack rolls, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks for 1 round.
War Mind 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.
Warpriest Channel Positive Energy 2d6 (2/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.


Filthy Rags These ragged robes are threadbare and frayed, caked with dirt and grime. Through constant exposure to innocuous forms of disease, the wearer becomes inured to sickness and filth, gaining a +4 alchemical bonus on saving throws versus disease and effects that cause the nauseated or sickened condition. Filthy rags can be worn in conjunction with armour. They become more powerful at level 10.


Goonug of the Bloodied Gauntlet tribe was a staunch worshipper of Gorum, and had been moving from war zone to war zone. Realizing he wa nearly middle-aged he began to worry about dying some way other than by being killed by a fellow orc (and thus missing out on the good afterlife). He returned to Belkzen to make sure that his demise comes about in the right way. He died at the hand of an orc at Tower Valballus.

Play History


March 19 Kurt
April 2 Kurt
April 16 Kurt


Conscientious Objectors tbug tbug