Kelvos the Wormtouched

Charbonardent's page

87 posts. Alias of Jubal Breakbottle.


Race

Half-giant

Classes/Levels

Warpriest | HP 19/19 | Blessings 2/4 | Fervor 1/4

Stats:
AC 17/11/16 | Fort +6 Ref +0 Will +56 | Init. +1 | Perception +3, Low-light vision | CM +5/16

About Charbonardent

Male Half-giant Warpriest 2 of Zursvaater
Lawful Evil Medium humanoid (giant)
Favored Class Warpriest
Initiative +1; Senses Perception +3, Low-light vision
Hero Points 1

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AC 18, touch 11, flat-footed 17 (+7 armor +1 dex)
HP 19 (8 +5 +2x2 Con +1x2 favored class)
Fort +5, Ref +0, Will +6
Defensive Abilities
- Fire Acclimated & Volcano Child +3 bonus on saving throws against all fire spells and effects.
- Birthmark +2 trait bonus on all saving throws against charm and compulsion effects.
- Volcano Child +4 trait bonus on saving throws made to resist the effects of being in hot conditions
- Fire God's Blessing When in combat, if you deal fire damage to an enemy, you heal 1 hit point. You can only benefit from this healing once per round. Attacks that cause a target to catch on fire heal you each round the target takes fire damage.
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Speed 20 ft/x3 – Heavy armor: kilted four mirror armor
Melee Large Silversheen Sacred Greatsword +7 (3d6+6) Slashing 19-20x2
Melee Large Greatclub +5 (2d8+6) Bludgeoning 20x2
Melee Large Spiked Gauntlet +5 (1d6+4) Piercing 20x2
Ranged Large sling & bullets +2 (1d6+4) Bludgeoning Range 50-ft.
Offensive Abilities
- Fearless Zeal: Once per day, you can add a +2 bonus on any single attack roll, caster level check, saving throw, or skill check. You must choose to add this bonus after the die has been rolled and success or failure determined, but before any results (such as damage) are rolled and applied.
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Str 18, Dex 12, Con 14, Int 10, Wis 16, Cha 10
BAB +1, CMB +6, CMD 17 (+1 BAB +4 Str +1 Dex +1 size)

Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Fearless Zeal: Once per day, you can add a +2 bonus on any single attack roll, caster level check, saving throw, or skill check. You must choose to add this bonus after the die has been rolled and success or failure determined, but before any results (such as damage) are rolled and applied.

FEATS
Armor Proficiencies (Light, Medium & Heavy) – Warpriest
Shield Proficiencies (All but Tower) – Warpriest
Weapon Proficiencies (Simple & Martial) – Warpriest
Weapon Focus (Greatsword) – Warpriest 1st bonus
Fearless Zeal – bonus story
Fire God's Blessing – 1st level

TRAITS

Birthmark (faith) This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Volcano Child (regional) You gain a +4 trait bonus on saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on saving throws against fire effects.

Exchange Agent (Campaign) (Thassilon & Survival) To represent your experience in distant lands, choose a country other than Varisia as your homeland and gain one of the languages spoken in that country as a bonus language (see Pathfinder Campaign Setting: The Inner Sea World Guide). Additionally, choose one of the following skills: Handle Animal, Knowledge (geography), Linguistics, or Survival. You gain a +1 trait bonus on checks made with this skill and it is always a class skill for you.

Cruelty (Drawback) Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a –2 penalty on attack rolls against foes who are neither dying nor helpless.

SKILLS

Survivor: Half-giants gain a +4 racial bonus to Survival checks.

4 ranks = (2x2 +0 Int)
(1) Climb +8
(1) Intimidate +8
(1) Sense Motive +7
(1) Survival +12 (Exchange Agent & Survivor)

*Armor Check Penalty –5 for kilted four mirror armor

Languages Common, Giant, Thassilonian

EXTRAORDINARY & SUPERNATURAL ABILITIES

Aura (Ex): A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil).

Sacred Weapon (Su): Greatsword At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage.

Blessings (Su): 4 per day, DC 14. A warpriest's deity influences his alignment, what magic he can perform, his values, and how others see him. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier. If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.

* Fire Blessing :
Fire Strike (minor): At 1st level, you can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit. This additional damage doesn't stack with the additional damage from the flaming or flaming burst weapon special abilities. Unless otherwise noted, using a blessing is a standard action.

Armor of Flame (major): At 10th level, you can touch an ally to wreath it in flames. This works as fire shield (warm shield only) with a duration of 1 minute. Unless otherwise noted, using a blessing is a standard action.

* Trickery Blessing:
Double (minor): At 1st level, as a move action you can create an illusory double of yourself. This double functions as a single mirror image, and lasts for a number of rounds equal to your warpriest level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one double at a time. This ability doesn't stack with the additional damage from the mirror image spell.

Greater Invisibility (major): At 10th level, as a swift action you can become invisible for 1 round (as greater invisibility).

Fervor (Su): 4 per day, 1d6. At 2nd level, 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 good warpriest (or one who worships a good deity) 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. An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.

SPELLS & SPELL-LIKE ABILITIES

Spell-casting
Concentration check +5
DC = 3 + spell level

Spontaneous Casting: An evil warpriest (or a neutral warpriest of an evil deity) can't convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with "inflict" in its name.

Spells Prepared & Cast
0th – level (4 at-will): Create Water, Purify Food & Water, Spark, +1
1st – level (3 per day): Endure Elements, Infernal Healing, open slot

EQUIPMENT

Worn
(free) Explorer’s Outfit – 8 lb.
(65 gp) Kilted four mirror armor – 55 lb.
(850 gp) Large Silversheen greatsword – 16 lb.
(10 gp) Large greatclub – 16 lb.
(10 gp) Large spiked gauntlet – 2 lb.
(1 sp) Large sling & bullets (10) – 10 lb
(5.1 gp) Large sling silver bullets (10) – 10 lb

(5 sp) Bandolier
1. Flask of Alchemist's Fire - 1 lb
2. Potion of Cure Light Wounds
3. Potion of Cure Light Wounds
5. Weapon blanche, silver - 1 lb

(52 gp) Masterwork Backpack – 4 lb.
- (2 sp) Mess kit – 1 lb.
- (1 gp) Grooming kit – 2 lb.
- (1.5 gp) Shaving kit – 0.5 lb.
- (1 sp) Bedroll – 5 lb.
- (3 sp) Blanket – 3 lb.
- (4 gp) 200 ft of Hemp rope – 40 lb.
- (1 gp) Grappling hook – 4 lb.
- (1 sp) Torches (10) (9) – 10 9 lb.
- (10 gp) Snowshoes – 4 lb.
- (10 gp) Cleats – 2 lb.
- (60 gp) Leather lamellar pajamas (+4 AC -2 ACP) – 25 lb.
- (5 gp) Scroll box - 1 lb.
- (Survival) 1 week of fresh kill - 14 lb.

Current Load 229.5 lb. Heavy

Currency 19 gp 7 sp +

Loot
25 gp, 8 sp, 7 cp each (Your portion of the Loot)
800 gold (Reward from Taros)
2 Potions of Cure Light Wounds
10 gp Flask of Alchemist's Fire
25 gp Masterwork backpack
5 sp Bandolier
850 gp Silversheen Large Greatsword
(50 gp) Large Greatsword
10 gp Weapon blanche, silver
1 sp Large sling bullets
150 gp share of CLW wand

Carrying Capacity Medium (101 – 200 lb.)

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DESCRIPTION
Age 45 Height 7-ft, 5-in Weight 350 lb.
Hair bright orange Eyes green

Charbonardent stands well over seven feet tall with a powerful build, which makes him tremendously visible and remarkable. He has a shock of bright orange, shoulder length hair that glitters when clean. Four mirror armor with an obvious armored kilt peeks out from under a motley, voluminous explorer’s outfit, which is clearly too thin for cold weather. He shoulders a full backpack, large greatsword, and large greatclub. A large spiked gauntlet is strapped menacingly to his left hand.

PERSONALITY
Among fire giants, Charbonardent is relatively meek and subservient. He accepts his low standing in the clan due to his name, runt size, and poor family. With the command of the runelord, he is a loyal and enthusiastic soldier.

Beyond fire giants and the command of the runelord, Charbonardent is loud and authoritarian. He has developed no skill in diplomacy or intimidation, because he has not encountered anyone of relatively equal social standing. He has only ever received or given orders and genuinely expects lesser races to either do what he says or suffer the consequences.

And dying should be dead.

BACKGROUND
Charbonardent was born into a poverty-stricken family of carnivals who more frequently produced runts and given a lowly name meaning 'dying fire.' During his Zursvaatering ceremony, the chaplain Zeldurr discovered a holy birthmark on him and spared him the culling lava bath. Charbonardent entered religious services in compensation for the ceremony and his life.

From his earliest memory, Charbonardent has had a close relationship with Zursvaater. This entity has been a constant presence in his life: his greatest comfort, best companion, truest love, or some combination of the three. Charbonardent has never had to see or speak with the Prince of Steel to know that he watches over him, and the beliefs and criticisms of others do not faze him—his faith is enough.

One of Charbonardent’s greatest influences was a sentient undead creature, the clan’s grave knight enforcer. They met when he assisted chaplain Zeldurr healing the grave knight. Eventually, it became his responsibility to heal the grave knight. Through this strange relationship he learned of its mortal life as a tremendously successful general. Instead of losing him to Zursvaater too early, the clan transformed him into a grave knight. Charbonardent learned that success can extend life and lesser races are insignificant.

The return of the runelord of greed, Karzoug the Claimer, drastically changed Charbonardent’s life as well as millions of others. Karzoug called his clan of fire giants into the service of his army to reconquer Varisia. While Charbonardent could not serve with the assault troops only being the size of five year old fire giant, he became a messenger and quartermaster. His focus became moving information and material for the army, specifically serving his clan.

Charbonardent came to the attention of Karzoug when he slaughtered a company of Shaoti tradesmen. Charbonardent suspected that they were providing inferior material and skimming profits, or at least that is what he told everyone. In reality, he wanted to test his new found authority over the baggage caravan of the army.

With a pause in the fighting, his clan was sent home to their volcano in the Kodar Mountains to rest and recover. Charbonardent was summoned to Xin-Shalast and given a scroll box to deliver to Magnimar. It took him a long time to cross the Storval Plateau, down the Storval Stairs, follow the Lampblack River and the western side of the Ember Lake, to the Yondabakari River, and into the city of Magnimar. He stayed away from civilization, and civilization stayed away from him. He carried a token of the runelord when they didn’t.

ADVANCEMENT:

2nd –
3rd – Power Attack and Furious Focus
4th –
5th –
6th –
7th –
8th –
9th –