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Davik Ironmoore

Race: Human
Alignment: Lawful Evil
Bloodline: Divinity (Intermediate)
Favored Weapon: Divine Spells/
Armed Combat
Patron Saint: St. Stephen

Once one of the most decorated


enforcers of the Chuch of the
Divine Trinity Davik fell into a path
of disgrace after he was betrayed by
the church he defended with his life
on his final mission. Now Davik
follows the darker side of the
divinities serving dark lords and
necromancers helping him achieve
his goal of bringing down the
church he once protected.

Cloistered Cleric 3/Church Inquisition 2/Ordained Champion 5/Bone Knight


8-10
Hit Dice: 3d6 + 7d8 + 8d10
Initiative: +5
Speed: 30 ft.
AC: 21 (Full Plate Armor +11)
BAB: +13/+8/+3 (+1)
Face/Reach: 5 ft.
Saves: Fort +13 (+1) Ref +4 Will +12
Abilities: Str 14, Dex 10, Con 16, Int 10, Wis 18, Cha 16
Domain: Travel (Spell Only), Knowledge (Spell Only), War, Planning,
Special Ability: DR 4/Bludgeon (+1), immunity to poison, sleep effects, paralysis,
disease, death effects, fatigue, exhaustion, ability damage to physical ability scores,
ability drain, energy drain, stunning, non-lethal damage, enchantment (charm) spells
and effects, critical hit (50% chance), sneak attack (50% chance) and death from
massive damage, Channel Energy 4d6 (Su), Divine Affinity +2
Skills (+6): Intimidate +12 +4 +5, Concentration +5 +2, Jump +10 -6, Sense Motive
+10 +2, Spellcraft +4 +2, Knowledge Religion +13, Knowledge Arcana +5,
Knowledge Local +10, Knowledge Nature/Planes +1, Ride +6, Craft (Armorsmith)
+6, Craft (Weaponsmith) +5, Balance/Climb/Escape Artist/Hide/Move
Silently/Sleight of Hand/Tumble -6, Swim -12
Skill Trick: Collector of Stories
Feats: Power Attack, Extra Turning (*2), Persist Spell, Law Devotion, Awesome
Smite, Divine Metamagic (Persist), Holy Warrior, Shock Trooper, *Extend Spell,
*Weapon Focus (Scythe), *Knowledge Devotion, *Leap Attack, *Improved Bullrush,
*Diehard, *Divine Vigor

Possessions: +3 Ghost Ward Fearsome Bone Full Plate Armor, +3 Warning


Defending Armor Spikes, +1 Ravenous Unholy Bone Scythe

Channel Energy (4d6) (Su): Davik can release a wave of energy by channeling the
power of her faith through his holy symbol. This energy can be used to channels
negative energy and can choose to deal damage to living creatures or to heal undead
creatures. Channeling energy causes a burst that affects all creatures of one type (either
undead or living) in a 30-foot radius centered on Davik. Creatures that take damage
from channeled energy receive a Will save to halve the damage. The DC of this save is
equal to 10 + ½ of Davik’s Caster Level+ Davik’s Charisma modifier. Creatures healed
by channeled energy cannot exceed their maximum hit point total, all excess healing is
lost. Davik may channel energy a number of times per day equal to his Charisma
modifier. This is a standard action that does not provoke an attack of opportunity.
Davik can choose whether or not to include himself in this effect. Davik can sacrifice
channel energy turns and translate them to rebuke undead turns instead. Davik must be
able to present his holy symbol to use this ability.

Rebuke Undead (14)(Su): Davik has the power to affect undead creatures (such as
skeletons, zombies, ghosts, and vampires) by channeling the power of his faith
through his holy symbol and control undead creatures. Davik may attempt to rebuke
undead a number of times per day equal to 3 + his Charisma modifier. With at least 5
ranks in Knowledge (religion) Davik gets a +2 bonus on turning checks against
undead.

Lore (Ex): Thanks to long hours of study, Davik has a wide range of stray knowledge.
This ability is identical to the bard's bardic knowledge class feature, using Davik’s
cloistered cleric's class levels in place of the bard level.

Detect Evil (Sp): Davik can use detect evil at will as a spell-like ability.
Immune to Charms (Ex): Davik is immune to all enchantment (charm) spells and
effects.

Combat Feats: Davik sacrificed two of his domain granted powers to acquire an equal
number of feats from the list of fighter bonus feats.

Modified Spontaneous Casting (Ex): Davik doesn’t have the ability to spontaneously
cast inflict spells. Instead, he 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.

Smite (Su): Davik can spend one daily use of his rebuke undead ability as a swift action
to turn his next melee attack into a smite. Davik gains a bonus equal to his Charisma
modifier on attack rolls, and can deal extra damage equal to his total effective rebuking.
Davik’s smite attack is not limited by alignment or race; and can attempt to smite any
foe. This ability functions like the paladin's smite evil ability.

Channel Spell (Su): Davik can channel any spell available to him that has one creature
or more as its target into his melee weapon. Doing so requires a move action and uses
up a spell slot or prepared spell of casting time no greater than one standard action. The
channeled spell affects the next target he successfully attacks 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. Davik can
channel his spells into only one weapon at a time. A spell channeled into a weapon is
lost if not used within 8 hours.

Divine Bulwark (Su): Davik 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. The damage reduction
gained from multiple uses of this ability does not stack. This protection lasts for 5
rounds.

Fist of the Gods (Su): Davik can sacrifice a prepared spell or spell slot as a swift action
to deal extra damage. Doing so grants Davik a bonus equal to 1 + spell level sacrificed
on your damage rolls for melee attacks. This benefit lasts for 5 rounds.
Rapid Spontaneous Casting (Ex): Any spell from the War domain that Davik
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.

Holy Warrior (Su): Davik can spend one daily use of turn undead ability as a swift
action to bring his Wisdom into play in combat. For 5 rounds after Davik activate this
ability, Davik can use his Wisdom modifier in place of your Strength modifier on attack
rolls and damage rolls.

War Caster (Ex): Davik gains a +2 bonus to your effective caster level when casting
spells that appear on the War domain spell list.

Bonecraft Armor (Ex): Davik can make and wear the distinctive bonecraft armor used
by the order of bone knights. He can produce a suit of bonecraft medium or heavy
armor that would normally be composed mostly of metal. The bonecraft armor has the
same cost and time to create as normal armor of that type. It is possible to spend
additional time and money to produce spiked or masterwork bonecraft armor (which
may then be further enhanced through magic). Only a character with this ability can
effectively wear bonecraft armor.

The armor grants you a +4 bonus on Intimidate checks made while Davik wears it. In
addition, the armor grants Davik damage reduction 1/bludgeoning if it is medium armor
or damage reduction 2/bludgeoning if it is heavy armor (4/bludgeoning due to
improved Bonecraft Armor). Bonecraft armor is not metallic and not subject to spells
such as chill metal or to special attacks that target metal, such as a rust monster's touch.

Bone March (Su): Davik has the ability to assume control of animated undead from a
willing caster as a standard action. He must be within 60 feet of both the caster and the
undead to assume control. The maximum total Hit Dice he may command in this
manner is equal to four times his class level. Davik may not control any individual
undead creature with more Hit Dice than he has class levels.

Summon Skeletal Steed (Sp): Davik has the services of a skeletal steed: a heavy
warhorse with the skeleton template applied. He may call this steed in the same fashion
as a paladin whose level equals his bone knight level, and the steed gains the same
special abilities as a paladin's special mount at the same effective level.

A skeletal steed cannot be turned while Davik rides it.


Master of the White Banner (Su): Davik may grant any undead under his control turn
resistance equal to his Charisma bonus as long as they are within 60 feet of him.

Improved Bonecraft Armor (Ex): The damage reduction afforded by Davik’s armor
increases. Moreover, he gain additional benefits while clad in your bonecraft armor, as
described below:

His bonecraft armor grants him immunity to stunning attacks and nonlethal damage.

His bonecraft armor has a 50% chance of negating any critical hit or sneak attack made
against him. In addition, the bonecraft armor allows him to act and fight without
penalty even while disabled or dying.

At 10th level, the damage reduction afforded by Davik’s armor increases by 1, his
bonecraft armor grants him immunity to extra damage from critical hits and sneak
attacks.

Fill the Ranks (Sp): Davik can use a limited form of animate dead once per day. The
target corpse rises as either a skeleton with the nimble and soldier template or zombie
with the hunting and fast template (depending on the condition of the corpse and your
preference). This undead's Hit Dice count against the maximum number of undead you
can control at once with your bone march ability.

Templates can be found in Libris Mortis.

Bonecraft Weapon (Ex): Davik can craft weapons with pieces of bone worked into the
design. The bonecraft weapon has the same cost and time to create as a normal weapon
of that type. It is possible to spend additional time and money to produce a masterwork
bonecraft weapon (which may then be further enhanced through magic).

In the hands of Davik, a bonecraft weapon deals +1d6 points of damage against living
creatures. A bonecraft ranged weapon bestows this benefit on its ammunition.

Exoskeleton of Undeath (Ex): Davik’s bonecraft armor is fused to his body and
cannot be removed without killing him. However, he has immunity to poison, sleep
effects, paralysis, disease, death effects, fatigue, exhaustion, ability damage to your
physical ability scores, ability drain, energy drain, and from massive damage.

Death Strike (Su): At 9th level, once per day, Davik may use a bonecraft weapon to
strike down a living foe. He must decide to use this ability before the attack roll is made.
If the attack succeeds, the target must succeed on a Fortitude save (DC 10 + Davik’s
bone knight level + his Cha modifier) or die. This is a necromantic death effect.

Spell Casting: 6/6/6/6/6/4/3/2/1 (+1 Domain)


6/6/6/6/6/4/4/3/2/1 (+1 Domain)

Cloistered Cleric 4. Divination


5. True Seeing
 0. message; 6. Find the Path
 1. erase, identify, unsreen servant; 7. Legend Lore
 2. fox's cunning; 8. Discern Location
 3. illusory script, secret page, tongues 9. Foresight
 4. detect scrying;
 6. analyze dweomer; Planning Domain Spells
 7. sequester;
 9. vision. 1. Deathwatch
2. Augury
Domain Spells 3. Clairaudience/Clairvoyance
4. Status
Travel Domain Spells 5. Detect Scrying
6. Heroes' Feast
1. Longstrider
7. Scrying, Greater
2. Locate Object
8. Discern Location
3. Fly
9. Time Stop
4. Dimension Door
5. Teleport War Domain Spells
6. Find the Path
7. Teleport, Greater 1. Magic Weapon
8. Phase Door 2. Spiritual Weapon
9. Astral Projection 3. Magic Vestment
4. Divine Power
Knowledge Domain Spells 5. Flame Strike
6. Blade Barrier
1. Detect Secret Doors
7. Power Word Blind
2. Detect Thoughts
8. Power Word Stun
3. Clairaudience/Clairvoyance
9. Power Word Kill

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