Gregor HarlawHuman Cloistered Cleric 1/Crusader 3/Ordained Champion 5/Ruby Knight Vindicator 9/Contemplative 1/Ruby Knight Vindicator 1
LN Medium Humanoid
Init -1;
Listen +7;
Spot +7
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Defense
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AC 34,
touch 17,
flat-footed 23 (breakdown: + 8 armor, +1 Dex, +1 insight, +4 shield, +5 deflection, +5 Natural Armor)
hp 302
Fort +16,
Ref +10,
Will +20
Defensive Abilities
DR: 3/- Adamantine
Immune: Diseases, Critical Hits
Weaknesses: Slow to React, Shaky
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Offense
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Speed 30 ft. (30 ft. in armor)
Melee attack +25/+20/+15/+10 (3d6+9/(17-20)x2)
Ranged attack +23
Space/Reach 10'
Special Attacks
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Statistics
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Str 22,
Dex 20,
Con 24,
Int 20,
Wis 24,
Cha 20
Base Attack: +18/+13/+8/+3
Feats:- Flaw: Practiced Spellcaster
- Flaw: Weapon Focus (Dagger)
- Class: Diehard
- Class: Weapon Focus (Great Sword)
- Domain: Extend Spell
- Human: Persistant Spell
- 1st: Divine Metamagic (Persistant Spell)
- 3rd: Mageslayer
- Human: Power Attack
- 6th: Leap Attack
- Human: Extraordinary Spell-Aim
- 9th: Combat Casting
- Human: Shielded Casting
- 12th: Leadership
- Human: Standstill
- 15th: Combat Reflexes
- Human: Landlord
- 18th: Spontaneous Domains
- Human: Holy Warrior
Skills: Concentration 5, Knowledge (Arcana) 23, Knowledge (Religion) 23, Knowledge (The Planes) 18, Knowledge (Local) 23, Spellcraft 23, Profession (High Priest) 23, Jump 23
Languages: Common
SQ: Gear: Worn Equipment- Armor: Masterwork Glamered Called Adamantine Full-Plate of Heavy Fortification with Crystal of Adamant Armor - 44,850 gold
- Shield: Masterwork Glamered Called Animated Ghost Ward Energy Immunity Tower Shield with crystal of Adamant Armor - 32,850 gold
- Two-Handed Weapon:Masterwork Glamered Keen Mage-bane Adamantine Large-sized Greatsword with True Death/Greater Demolition Combined Crystals - 24,100 gold
- Belt: Belt of Magnificence +6 - 200,000 gold
- Neck: Combined Reliquary Holy Symbol, Tooth of Savnok, and Amulet of Natural Armor +5 - 79,250 gold
- Hands: Gauntlets of War - 4,000 gold
- Wrists: Strong-Arm Bracers - 6,000 gold
- Boots: Boots of Temporal Acceleration - 43,000 gold
- Shoulders: Phoenix Cloak - 40,000 gold
- Head: Combined Phylactery of Faithfullness & Master White Raven Crown - 46,500 gold
- Left Ring: Ring of Freedom of Movement 40,000 gold
- Right Ring: Ring of Protection +5 50,000 gold
- Ioun Stone: Dusty-Rose Ioun Stone & Orange Prism Stone Combined - 47,500 gold
Other Equipment- Bead of Karma - 20,000 gold
- Nightstick - 7,500 gold
- Ankh of Assension - 9,000 gold
- Stone Horser: Destrier - 14,800 gold
- Wand of Cure Light Wounds (50) - 750 gold
- +1 Ceremonial Dagger - 2,301 gold
- Heward's Fortifying Bedroll - 3,000 gold
- Anklet of Translocation - 1,400 gold
- Necklace of Adaptation - 9,000 gold
- Greater Metamagic Extend Rod - 24,500 gold
Total Spent: 750,301 gold
Total Wealth: 9,699 gold
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Spells
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0-Level [6] Create Water, Purify Food and Water, Detect Poison, Detect Magic, Detect Magic, Read Magic
1-Level [7+1] Divine Favor, Divine Favor, Protection from Chaos, Ebon Eyes, Sign, Bless, Conviction
2-Level [7+1] Make Whole, Spiritual Weapon, Spiritual Weapon, Shield Other, Bewildering Substitution, Body Ward, Soul Ward
3-Level [6+1] Magic Vestment, Magic Vestment, Magic Circle Against Chaos, Divine Retaliation, Dispel Magic, Mass Lesser Vigor
4-Level [5+1] Divine Power, Greater Magic Weapon, Tongues, Delay Death, Spell Immunity,
5-Level [4+1] Righteous Might, Righteous Might, Divine Agility, True Seeing
6-Level [3+1] Superior Resistance, Banishment, Spiritual Guardian
7-Level [2+1] Dictum, Holy Star
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Manuevers
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Douse the Flames*, Leading the Attack, Crusader's Strike, Vanguard Strike, Charging Minotaur, Shield Block*, White Raven Tactics*, Overwhelming Mountain Strike*, Shadow Stride*, Order Forged from Chaos*, Earthquake Strike*, White Raven Hammer*
* equals readied manuever.
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Stances
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Iron Guard's Glare
Thicket of Blades
Press the Advantage
Giant's Stance
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Special Abilities
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Weapon and Armor Proficiency: Simple weapons, martial weapons, light, medium, and heavy armor, and all shields.
Domains: Law *Gave up Domain Power for Feat from Ordained Champion*, Knowledge, War, Magic, Planning
Steely Resolve 5
Indomitable Soul: Beginning at 2nd level, you draw upon the power of your unwavering faith to steel yourself against the enemies you face. Your personality, energy, and dedication to your faith make it possible for you to shrug off aflacks that target your willpower. You add your Charisma bonus (if any) as a bonus on Will saves. This bonus does Does Slack with that from a paladin'sdivine grace ability.
Zealous Surge: Your boundless energy and dedication to your cause allow you to throw off the effect of a special attack. spell, or other attack that would otherwise hinder or harm you. Once per day, from 3rd level on, you can opt to reroll a single saving throw. You must abide by the result of the new, second saving throw,even ifit is lower than the first. This ability does not require an action. You simply decide to use it after seeing the result of your saving throw roll but before the DM tells you ifit fails or succeeds.
Divine Health (Ex): A contemplative has immunity to all diseases, including magical diseases such as mummy rot and lycanthropy.
Modified Spontaneous Casting (Ex): If you have cleric levels, you lose the ability to spontaneously cast cure or inflict spells. Instead, you can swap out previously prepared cleric spells for any spells of equal or lower level from the War domain. This alteration applies even to levels you gain as a cleric after becoming an ordained champion. If you are not a cleric, modified spontaneous casting does not apply to you, even if you can spontaneously cast some other kind of spell, such as summon nature's ally.
Diehard: At 2nd level, you gain Diehard as a bonus feat, even if you lack the prerequisites. If you already have Diehard, you can select any other feat for which you meet the prerequisites as your bonus feat.
Smite (Su): At 2nd level, you 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 charisma 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 (PH 44).
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 chaotic-aligned strike. Thus, a 3rd-level ordained champion who sacrificed aflame 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 king 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.
Divine Recovery (Su): Beginning at 2nd level, you can channel divine power to recharge your martial maneuvers.
You can expend a turn or rebuke undead altempi as a swift action to recover one expended maneuver. If you are a crusader, the maneuver you recover is immediately available to you as a granted maneuver.
Armored Stealth (Ex): Knights·vindicator are taught unusual techniques for staying our of sight. Starting at 5th level, you no longer lake an armor check penalty on Hide checks. Your armor check penalty still applies to any other skills affected by armor check penalties.
Divine lmpetus (Su): At 7th level, you learn how to use the divine power of the Stern Lady to quicken your reactions and act withoUt hesitation. You can expend a turn or rebuke undead attempt gain one additional swift action this round. For example, you could use this ability to both change your stance and initiate a boost maneuver in the same turn, or if you initiated a counter before your turn, you can activate this ability and then initiate a boost on your tUrn.
Divine Fury (Su): From 9th level on, you can directly channel Wee Jas's divine energy into your martial strikes. As
a free action, you can spend a turn or rebuke undead attempt to add a +4 sacred (or profane, if you are evil) bonus on your attack roll with one martial strike this turn. In addition to its normal effects, the strike deals an extra 1d10 points of damage.
The glamoured quality on his armor makes it appear as if it were a set of simple jet black robes. The glamoured quality on his shield makes it appear as if he is only a scroll in his hand, and the glamoured quality on his large-sized greatsword makes it appear as if it were a simply wooden staff.