Winter Oracle

Berstuk Cert's page

23 posts. Alias of Mystery Cult.


About Berstuk Cert

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KALEB VESPERRA
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Male Human Warpriest XII (Empyreal Zealot of Kelinahat)
LG Medium Humanoid (human)
Init +2; Perception +28; Low-Light Vision; Blindsight 30' (in combat)
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Str 14 (+2) Deх 14 (+2) Con 14 (+2) Int 16 (+3) Wis 22 (+6) Cha 14 (+2)
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Defense
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AC 21 (+2 dex, +9 armor), touch 12, flat-footed 19
[AC 24 T 12 FF 22 with Magic Vestment]
hp 87 [99] (12d8 + 24 con)
Fort +15 Ref +11 (reroll 3/day with +4) Will +20
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Offense
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Speed: 30 ft.
Base Atk +9/+4; CMB +11; CMD 13
Melee:
+1 Adamantine Cruel Keen Scythe +13/+9 (2d4+4; 19–20/x4)
[+18/+18/+14; 2d4+9 with Divine Rower]
[+15/+15/+11; 2d4+18 with Divine Rower & Power Attack 3]
MWK Cold Iron Shortsword +11/+7 (1d6+2; 20x2)
[+16/+16/+12; 1d6+9 with Divine Rower]
[+13/+13/+9; 1d6+13 (or 17) with Divine Rower & Power Attack 3]
Special:
Fervor 4d6 (12/day), Blessings (9/day), Divine Communion (+6, 5/day), Sacred Reflexes (12min/day), Sneak Attack (4d6)
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Feats:

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Blind-Fight Style
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Blind-Fight: You are skilled at attacking opponents that you cannot clearly perceive. In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.

Blinded Blade Style: You hold no fear of blindness, as your other senses improve without the distractions of sight.
Prerequisites: Blind-Fight, Perception 5 ranks.
Benefit: While you are using this style, you gain a number of benefits whenever you are blinded or unable to see (including when you wear a blindfold or close your eyes). Under such circumstances, you do not take any penalties on Strength- or Dexterity-based skill checks due to blindness. In addition, you gain a +4 bonus on hearing- and smell-based Perception checks and gain the scent special ability with a range of 10 feet; if you already have scent, the range of your scent ability increases by 10 feet instead. Having this feat counts as having 10 ranks in Perception for the purpose of satisfying the prerequisites of the Improved Blind-Fight feat, as well as any feat that lists Improved Blind-Fight as a prerequisite.

Improved Blind-Fight: Your keen senses guide your hand against hidden foes.
Prerequisites: Perception 10 ranks, Blind-Fight / or Blinded Blade Style
Benefit: Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible.

Blinded Competence: Your lack of sight enables you to strike your foes with uncanny precision.
Prerequisites: Blinded Blade Style, Blind-Fight, Improved Blind-Fight, Perception 10 ranks.
Benefit: While you are using Blinded Blade Style and you are blinded or unable to see, you do not need to succeed at Perception checks to pinpoint the location of creatures within reach of your melee weapon, or your unmodified reach if you are not wielding a melee weapon. This ability functions like blindsense, except creatures you cannot see do not gain total concealment against you. Having this feat counts as having 15 ranks in Perception for the purpose of satisfying the prerequisites of the Greater Blind-Fight feat, as well as any feat that lists Greater Blind-Fight as a prerequisite.

Greater Blind-Fight: Your enemies cannot hide from you.
Prerequisites: Perception 15 ranks, Improved Blind-Fight / or Blinded Competence
Benefit: Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still reroll a miss chance percentile roll as normal. If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to hitting you with ranged attacks, regardless of the range. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible.

Blinded Master: Your skill at arms while unable to see is astounding.
Prerequisites: Blind-Fight, Blinded Competence, Blinded Blade Style, Greater Blind-Fight, Improved Blind-Fight, Perception 15 ranks.
Benefit: While you are using Blinded Blade Style and you are blinded or unable to see, your ability to pinpoint creatures’ locations using Blinded Competence improves to function like blindsight rather than blindsense, and the range increases to 30 feet. In addition, you add half your character level to the DCs of Bluff checks to feint you in combat.

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Additional Traits: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.

Accomplished Sneak Attacker: Your sneak attack damage increases by 1d6. Your number of sneak attack dice cannot exceed half your character level (rounded up).

Weapon Focus (Scythe): You gain a +1 bonus on all attack rolls you make using the selected weapon.

Power Attack: You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Signature Skill (Intimidate): Your ability with a particular skill is the stuff of legends, and you can do things with that skill that others cannot. Choose one skill. You gain the ability listed in that skill’s 5 Ranks entry. As you gain more ranks in the chosen skill, you gain additional abilities. If you have 10 or more ranks in the chosen skill, you gain the appropriate abilities immediately. If your chosen skill is Craft, Knowledge, Perform, or Profession, you gain the listed powers only for one category of that skill, such as Craft (bows). This feat can be taken only once, but it stacks with the rogue’s edge ability and the cutting edge rogue talent.

Hurtful: You know how to add injury to insult. When you successfully demoralize an opponent within your melee reach with an Intimidate check, you can make a single melee attack against that creature as a swift action. If your attack fails to damage the target, its shaken condition from being demoralized immediately ends.

Shadow Strike: You accurately strike even those you cannot clearly see. You can deal precision damage, such as sneak attack damage, against targets with concealment (but not total concealment).

Divine Communion: Your close, personal connection with your deity grants you insight into his or her wishes. Once per day as a swift action, you can ponder whether or not your deity would approve or disapprove of a particular course of action, and whether that action would impact your alignment. The GM decides if the action is one your deity would approve of, and if it is, you gain an insight bonus equal to your Wisdom modifier (minimum of +1) on any d20 roll made in association with that action during this round. For every 3 ranks you have in Knowledge (religion), you can use this ability an additional time per day, to a maximum of 6 times a day.

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Skills:

Perception +28 (+11 rank +3 skill +6 wis +2 luck +6 skill focus)

Intimidate +26 (+12 rank +3 skill +2 cha +2 luck +1 trait +6 skill focus)
Also: +2 via Enhanced Diplomacy on first I. roll (28)

Sense Motive +22 (+11 rank +3 skill +6 wis +2 luck)
Also: +6 vs Feint with active Blind-Fight Style

Diplomacy & Bluff +20 (+12 rank +3 skill +2 cha +2 luck +1 trait)
Also: +2 via Enhanced Diplomacy on first D. roll (22)

Knowledge (Religion & Planes) +20 (+12 rank +3 class +3 int +2 luck)

Heal & Survival +12/+14 (+1 rank +3 skill +6 wis +2 luck +2 kit)

Disguise +16 (+2 kit +2 cha +10 hat of disguise +2 luck)

Also +2 luck bonus on any ability or skill check

Traits:

Forbidden Knowledge [Region]: As a child, you somehow got your hands on a lurid, forbidden text written by a now-forgotten Blood Lord of ages past. You studied the details within intently, learning much about extraplanar undead from beyond this reality, and you developed a strange, almost macabre way of thinking because of this book’s influence. Anytime you would roll a Knowledge (planes) check, you may roll a Knowledge (history) or Knowledge (religion) check instead.

Fate's Favored [Faith]: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Extremely Fashionable [Equipment]: You really know how to make a good impression when you’re dressed well. Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.

Blood of Dragons [Race]: Long ago, your ancestors’ blood mixed with that of dragons. You gain low-light vision.

Special Qualities:

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Warpriest Blessings: Good & Shadow
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Holy Strike (minor): At 1st level, 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.

Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a good outsider or an animal with the celestial creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level).

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Flicker of Shadows (minor): At 1st level, you can cause a weapon you touch to warp and become insubstantial for a split second before an attack. The first attack made with this weapon each round ignores any shield bonus to Armor Class, as well as bonuses from cover. Total cover still provides a creature its full benefit. This effect lasts for 1 minute.

Swift as Shadow (major): At 10th level, you can spend a swift action to empower yourself or an ally within 30 feet to move over the ground as easily as its shadow. The subject’s land speed increases by 10 feet and it takes no movement penalties for darkness, difficult terrain, or slickness. The creature can safely move over areas of ice and even those affected by a grease spell. When a creature affected by this ability hits with a charge attack, that attack deals an amount of additional cold damage equal to your level.

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Sacred Reflexes (Su): At 7th level, an empyreal zealot can emulate Kelinahat’s grace. As long as he is wearing light or no armor, as a swift action he can gain uncanny dodge. He can use this ability for a number of minutes per day equal to his warpriest level, but it must be spent in 1-minute increments. If he already has the uncanny dodge ability from another source, he instead gains improved uncanny dodge while this ability is active. At 10th level, when he uses this ability, he gains evasion (or improved evasion if he already has evasion from another source). At 13th level, he gains improved uncanny dodge instead of dodge. At 16th level, he can activate this ability as part of making an initiative check, before rolling the die. At 19th level, he gains improved evasion instead of evasion. This ability replaces sacred armor.

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Languages:

Common, Celestial, Abyssal, Aklo

Racial Traits:

+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Focused Study (Perception & Intimidate): All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Money & Gear:

+1 Adamantine | Cruel | Keen Scythe - 21 018

+2 Belt of Physical Perfection -16 000

+2 Headband of Vast Intelligence (Bluff) - 4 000

Tattoo, Swirling Smoke - 12 500

Stone of Good Luck - 20 000

Masterwork Cold Iron Shotsword - 316

Cloak of Resistance (+3) - 9000

Minor Bag of Holding - 1000

Hat of Disguise - 1800

+3 Mithral Breastplate - 13200 gp

Incandescent Blue Sphere - 8000

Holy Symbol Wayfinder - 2PP (resonance power: Blind-Fight Feat)

Healer's kit - 50 gp (10/10)
Cleric's kit - 16 gp
Disguise kit - 50 gp
MWK Survival kit - 50 gp

4 COOL RINGS - 150 gp

1 scroll of restoration - 700 gp
1 scroll of lesser restoration - 150 gp

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GP: 0 gp

Helpful:

Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

+ Darkness Rules

Intimidate Unlock: If you exceed the DC to demoralize a target by at least 10, it is panicked for 1 round or frightened for 1d4 rounds (your choice) and shaken thereafter. A Will save (DC = 10 + your number of ranks in Intimidate, 22) negates the frightened or panicked condition, but the target is still shaken, even if it has the stalwart ability.

Demoralize DC: 10 + the target’s Hit Dice + the target’s Wisdom modifier