Harsk

Duncan Redhammer's page

2,021 posts. Alias of STR Ranger.


Full Name

Duncan Redhammer

Race

Dwarf

Classes/Levels

Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Size

Med

Age

50

Alignment

Neutral Good

Deity

Imodae

Location

Westcrown

Languages

Common, Dwarven, Abyssal

Occupation

Blacksmith

Strength 19
Dexterity 14
Constitution 18
Intelligence 14
Wisdom 20
Charisma 12

About Duncan Redhammer

Family is everything, and for Duncan he had none and every day those more fortunate than he reminded him of it. Growing up in the hands of the faithful of Torag, only made him feel more isolated, when he realised it was the God of War and not his racial deity that spoke to his heart. Still, IMODAE did not ask for anything beyond his hearts desires. He was to seek just vengeance for the oppressed and throw down those whose power inflicted wrongs upon the innocent. How he went about it was his choice. Duncan had noted the tendency spellcasters to lift themselves upon the shoulders of the innocent. The people of Westcrown, his adopted city, have their share of troubles and plenty of abusive powerbrokers who need bringing down. Having fallen saving his comrades, he has been marked to not rest yet. Golarion hangs in the Balance. He has been pulled from oblivion by one of the Angels and set upon this world to save all others.

Duncan Redhammer
Height: 4'5" Weight: 200 lbs. Hair: Brown Eyes: Brown
Favored Class: Warpriest-Extra Skills

Hit Points: 16d8(+4 Con per die)=154
Initiative: +2
AC: 37 (10+2Dex+Belt, 12Armor, 2amulet, 3ring, 4shield, +1Jingasa, +1Trait, +1Kilt+ 1Ioun Stone)/Touch: 17/Flat Footed: 35+4 to AC vs Giants

Armor/Protective Item:+3 Deathless Celestial Full plate (Armor/Shield Bonus: +12; Max Dex: +6; Armor Check:-3; Arcane Spell Failure: 20%; Weight: 25 lbs )

Armour/Protective Iteam +2 Celestial Shield (Armor/Shield bonus +4, Armor Check: 0, Arcane Spell Failure 5%, Weight 10lbs)

Armored Kilt +1 AC
Dusty Rose Ioun Stone +1 Competence AC
Amulet of Natural Armor +2

Ring of Deflection +3
Ring of Focused Foe
Belt of Physical Perfection +2

Protective Item(Misc):
Cloak of Resistance +3

Speed: 20' (4 squares)Not reduced by Armor or Encumberence

Saves: Add +2 racial to saves vs spells, +3 for cloak

Fortitude: +10(4Con+Belt)=14+3Cloak
Reflex: +5(2Dex+Belt)=7+3Cloak
Will: +10(5Wis+Headband)=15+3Cloak

BAB: +12/+7/+2
CMB: +16+22 for Trip
CMD: +28 +4 racial to resist bull rush or trip

Weapons::

+1 to Attack vs Giants, +1 Competence Cracked Pale Green Ioun Stone

Magic +2 Fortuitous, Cruel Longsword "Gutbuster":
Attack +21/+16/+11(-4 with PA) Damage: 2d6+2+4Str+4GtrSpl (+6PA) Critical x2 Type: S

+1 Cold Iron Battleaxe:
Attack +18/+13 Damage: 1d8+4+1 Critical 20/x3

Masterwork Heavy Pick
Attack +18/+13 Damage: 1d8+4 Critical 20/x4 Type: P

+1 Alchemical silver Warhammer
Attack +18/+13 Damage: 1d8+4+1 Critical x3 Type: B

Masterwork Alchemical Silver Cestus R.hand or
Masterwork Cold Iron Cestus L.hand
Attack +18/+13(Silver)/+18/+13(Cold Iron) Damage: 1d4+4 Critical 19-20/x2 Type: P or S

+1 Composite Longbow (+2 Pull)
Attack +16/+11/+6 Damage: 1d8+2+1 Critical x3 Type: P

Skills::
5 per level(2class+Int+Favored Bonus)
Climb: 2ranks, 4Str, class3: 9
Craft (Armor)7 ranks+2 racial, +2 Int+3class:14
Craft (Weapons) 8 ranks+2 racial, +2 Int+3class:15
Diplomacy 6ranks 1Cha, 3class: 10
Handle Animal 1 rank, 5Wis, 3class:9
Heal1 rank, 5Wis, 3class:9
Fly: 5rank,2Dex:7
Intimidate 15ranks, 1Cha 3class+2 Ioun Stone, +2 Masterwork Tool: 23
Knowledge (engineering)1ranks 2Int, 3class:6
Knowledge (planes)1ranks +2Int:3
Knowledge (religion8ranks 1Int, 3class:12
Perception 10ranks, 5Wis, 3class:18
Profession* (Blacksmith)1ranks,2racial+ 5Wis, 3class:11
Ride, 2ranks, 2Dex, 3class: 7-3 Armor
Sense Motive 1 ranks, 5Wis :6
Spellcraft 2ranks +2Int, 3class:7
Stealth 1, 2Dex: 3-3Armor
Survival 3ranks, 5Wis, 3class:11 +2 to track Giant Subtype
Swim 5ranks, 3Str, 3class: 11

Bold=Class Skill / * Trained only
All Str/Dex based skills take Armor Check Penalty -3 (Celestial Plate)

Racial Traits::

•+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
•Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
•Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
•Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision).
•Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Alt racial TraitCraftsman: Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone.
•Hatred:(Alt:Giant Hunter) Dwarves gain a +1 racial bonus on attack rolls against Giants subtypes because of their special training against these hated foes.
•Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
•Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Alt Racial TraitRock Stepper: Many dwarves can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
•Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Feats/Class Progression::
1-Weapon Focus: Longsword, Combat Reflexes Minor Blessings-Holy Strike (Good), Iomedae's Inspiring Word, Aura, Sacred Weapon- Longsword, Chosen Alignment-Good 
2- Fervor 1d6 
3- Power Attack, Combat Expertise , Detect Alignment 
4- Sacred Weapon- Alignment, Smite 1/day 
5- Fervor 2d6, Improved Trip
6- Dazzling Display
7- Sacred Armor +1, Cornugon Smash 
8- Fervor 3d6, Smite 2/day 
9- Greater Trip,Shatter Defences
10-Sacred Armor +2, Major Blessings- Cleansing Fire, Battle Companion 
11- Fervor 4d6, Weapon Specialisation:Longsword
12- Greater Weapon Focus: Longsword, Holy Weapon 1/day, Smite 3/day 
13- Sacred Armor +3, Dwarven Hatred Style 
14- Fervor 5d6 
15- Greater Weapon Specialisation: Longsword, Dwarven Seething
16- Holy Weapon 2/day
17- ?????

Traits::

Fates Favored: Whenever he is the subject of a luck bonus, add +1

Ability Scores:

Str 19 Base 15,8th, 16th level bump, Item
Dex 12 Item
Con 16 Item
Int 14 Base 13,4th level bump
Wis 18 Base 15,12th level bump, Item
Cha 12 Item

Special Abilities:
10/11 times per day
Blessings- Sun, GoodEach blessing grants a minor power at 1st level and a major power at 10th level. 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.

Iomedae's Inspiring Word 3rounds- Replaces Sun Blessing Minor Power
Iomedae demonstrates how to turn a longsword into a shining beacon of hope.
Initial Benefit: While wielding a longsword, you can
perform an impressive display of prowess as a full-round
action. All allies within 30 feet who can see your display
gain a +2 sacred bonus on attack rolls, saving throws, and
skill checks for 1 round + 1 round per 5 points of base attack
bonus you have.

Advanced Prerequisites: Dazzling Display, Weapon Focus
(longsword), base attack bonus +10.

Advanced Benefit: As a standard action or at the end
of a charge, you can make an attack against a foe with a
longsword. If you succeed, you grant all allies who can
see your attack a +2 sacred bonus on attack rolls, saving
throws, and skill checks for 1 minute.

Cleansing Fire (major): At 10th level, you can touch a weapon and grant it either the flaming or undead–bane weapon special ability for 1 minute. If you spend two uses of your blessing when activating this ability, the weapon can have both weapon special abilities..

Good Blessing
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 purpose 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, but its duration is 1 minute, and it works only on 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).Currently equal to SM 7

Fervor 9/13 uses per day
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.

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.

Sacred Weapon Champion of faith version, Holy Weapon Ability 2/day, 2 Uses left
At 1st level, a champion of the faith gains the sacred weapon class feature as normal. However, this ability does not grant the 4th-level ability to enhance the champion of the faith’s weapon with divine power, nor does it grant any subsequent increases to that ability. Instead, at 4th level, any sacred weapon wielded by a champion of the faith counts as having his chosen alignment for the purposes of overcoming damage reduction.

At 12th level, once per day as a swift action, a champion of the faith can enhance any one sacred weapon with a weapon special ability based on his chosen alignment (anarchic for chaos, unholy for evil, holy for good, and axiomatic for law). This effect lasts for 1 minute. He can use this ability one additional time per day at 16th and 20th levels.

Sacred Armour14/16 minutes per day, +4 level bonus
At 7th level, the warpriest gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability a number of minutes per day equal to his warpriest level. This duration must be used in 1-minute increments, but they don’t need to be consecutive.

These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other special abilities can be added.

The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest’s possession. This ability can be ended as a free action at the start of the warpriest’s turn. This ability cannot be applied to a shield.

Smite4 times/day, costs 2 Fervour. Duncan Smites as a 20th level Paladin due to wearing Bracers of the Avenging Knight
At 4th level, a champion of the faith can focus his powers against his chosen foes. As a swift action, the champion of the faith chooses one target within sight to smite. If this target is of his opposed alignment, the champion of the faith adds his Charisma bonus (if any) to his attack rolls and adds his warpriest level to all damage rolls made against the target of his smite. If the target of his smite is an outsider with the subtype corresponding to his opposed alignment, the bonus to damage on the first successful attack increases to 2 points of damage per warpriest level the champion of the faith possesses. Regardless of the target, smite attacks automatically bypass any DR the target possesses.

In addition, while smite is in effect, the champion of the faith gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the smite targets a creature that’s not of the champion of the faith’s opposed alignment, the smite is wasted with no effect.

The smite effect remains until the target of the smite is dead or the next time the champion of the faith regains spells. The champion of the faith can use this ability once per day, plus one additional time per day for every 4 levels beyond 4th (to a maximum of five times per day at 20th level). Using this ability consumes two uses of his fervor ability.

Detect Alignment (Sp)
At 3rd level, a champion of the faith can detect his opposed alignment. As a move action, the champion of the faith can focus on a single item or creature within 60 feet and determine whether it possesses the opposed alignment, as detect chaos/evil/good/law, learning the strength of the aura as if he had studied it for 3 rounds. The champion of the faith does not detect alignment in any other object or creature when using this ability in this way.

Summon Battle Companion- Acts as Summon Monster 7- Celestial Tyrannosaurus Statblock:

This bipedal dinosaur's front arms seem small compared to the rest of its bulk, but its enormous head is all teeth.

CR 9
XP 6,400
N Gargantuan Animal
Init: +5; Senses: low-light vision, scent; Perception +37
Source: Bestiary
DEFENSE

AC: 21, touch 7, flat-footed 20 (+1 Dex, +14 natural, -4 size)
HP: 153 (18d8+72)
Fort: +15; Ref: +12; Will: +10

OFFENSE

Speed: 40 ft.
Melee: bite +20 (4d6+22/19-20 plus grab)
Space: 20 ft.
Reach: 20 ft.
Special Attacks: swallow whole (2d8+11, AC 17, hp 15)
STATISTICS

Str: 32; Dex: 13; Con: 19; Int: 2; Wis: 15; Cha: 10
Base Atk: +13; CMB: +28 (+32 grapple); CMD: 39
Feats: Bleeding Critical, Critical Focus, Diehard, Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Run, Skill Focus (Perception)
Skills: Perception +37; Racial Modifiers: +8 Perception
Special Qualities: powerful bite
ECOLOGY

Environment: warm forest and plains
Organization: solitary, pair, or pack (3-6)
Treasure: none
Special Abilities
Powerful Bite (Ex)
A tyrannosaurus applies twice its Strength modifier to bite damage.
The tyrannosaurus is an apex predator that measures 40 feet long and weighs 14,000 pounds.

Gear & Money::

Arms and Armor:
+3 Deathless Celestial Fullplate 22400 gp
+2 Blinding Celestial Shield 13700 gp
Armored Kilt 25gp (self for 1/2)

Cracked Pale Green Ioun Stone 4000 gp
Dusty Rose Ioun Stone 5000 gp
Magenta Prism Cracked Ioun Stone 800gp
Handy Haversack 2000gp
+2 Impervious, Fortuitous, Cruel "Gutbuster" 35000gp
+1 Cold Iron Battleaxe 1162gp
+1 Alchemical Silver Warhammer 1201gp
Masterwork Alchemical Silver Cestus 163gp
(self for 1/2)
Masterwork Cold Iron Cestus 155gp(self for 1/2)
5x Wooden Stakes
Masterwork Heavy Pick 155gp (self for 1/2)
3x Daggers 3gp (self for 1/2)
20 Arrows
+1 Composite Longbow 500gp (+2 Pull)
20 Arrows 1gp
Master work tool +2 Intimidate (Fanged Bandana) 50gp

Amulet of Natural armor +2 8000gp
Cloak of resistance +3 9000gp
Belt of Physical Perfection +2 16000gp
Jingasa of the fortunate soldier 5000gp
Headband of Wisdom +4 Wis 16000gp
Ring of Protection +2 8000gp
Ring of Foe Focus 10000gp
Slippers of Spider Climbing 4800gp
Bracers of the avenging Knight 11500gp
Gloves of the skilled Manuver (Trip) 4000gp
Crusaders Scabbard 8500gp

Other Gear
Coin of Continual Flame (self created)
4x4th level scroll 2800 Discern Lies, Healing Warmth, Tail Current, Tongues
Blindness/Deafness, Remove Blindness/Deafness, Remove Curse
Wand of Air bubble 750gp 50 charges
Wand of CLW 750gp 15 charges
Wand of Face of the Devourer 49charges 750gp
3x Elixir of Thundering Voice 750gp
Wand of Keep Watch 38 charges 750gp
1st level Pearl of Powerx6 4000gp
Handy Haversack 2000gp
Tankard of The Drunken Hero 5300gp

2x Alkali Flask 30gp
Holy symbol, wooden;
8 days trail rations.
3 waterskins
1 bedroll
4x Caltops
Scroll case
Flint and Steel
Grapple hook
Hemp rope (50ft)
10 pitons
Signal Whistle (on a string around neck)
Torch
2 Flasks of oil
Whetstone

Money:
CP:
SP:
GP: 5933
PP:

Gems & Jewelry:

GM Plot Items:

Grimm's Cursed Holy Symbol of Gorum- It is very interesting. There are two deity-like level spells enchanting the holy symbol. You wonder if Dispater himself or one of his highest generals enchanted this item. .
You recall Duncan did tell the group that he asked Dispater for a comparable magic item to replace the vicious dwarven waraxe.

This holy symbol is now linked to Duncan through his bloodline. It has two functions:

Divination: He can see invisible creatures permeantly.

Abjuration: He has the ability to break enchantment once per day. This ability can not be used on this item or on Duncan. It is an automatic success, no save required.

Unfortunately, it does come with a curse. The holy symbol needs to be within 2 feet of Duncan at all times. He also hears his son's weeping soul every day at his prayer time and there is 1d4 chance each day that he does not communicate with his goddess because of his son's tormented cries. 1 is a failure.

Spells:

Spell DC's
The saving throw DC against a warpriest’s spell is 10 + the spell’s level + the warpriest’s Wisdom modifier.

0 (DC15)- Create Water, Detect Magic, Read Magic, Stabilise, Light
1- (DC16) Air Bubble, Protection from Evil, Moment of Greatness, Divine Favor, Liberating Command, Wrath, Remove Fear
2- (DC-17)Surmount Affliction, Lesser Restoration, Spear of Purity, Defending Bone, Savage Maw, Life Pact
3- (DC-18) Sacred Bond, Channel Vigor, Gtr Stunning Barrier, Bestow Curse, Resist Energy Communal, Blood Rage
4- (DC-19)Greater Magic Weapon (Precast on Longsword), Dimensional Anchor, Good Hope, Blessing of Fervour, Freedom of Movement
5- (DC20)Righteous Might, Wall of Blindness/Deafness, Cleanse, Caustic Blood
6- (DC21) Cold Ice Strike

Intimidate Rules:

You can use this skill to frighten an opponent or to get them to act in a way that benefits you. This skill includes verbal threats and displays of prowess.

Check
You can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If successful, the target gives you the information you desire, takes actions that do not endanger it, or otherwise offers limited assistance. After the Intimidate expires, the target treats you as unfriendly and may report you to local authorities. If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.

Demoralize
You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

Action
Using Intimidate to change an opponent's attitude requires 1 minute of conversation. Demoralizing an opponent is a standard action.

Try Again
You can attempt to Intimidate an opponent again, but each additional check increases the DC by +5. This increase resets after 1 hour has passed.

Special
You also gain a +4 bonus on Intimidate checks if you are larger than your target and a –4 penalty on Intimidate checks if you are smaller than your target.

If you have the Persuasive feat, you get a bonus on Intimidate checks (see Feats).

Intimidation Spells:

Enhanced Diplomacy, Savage Maw,Channel Vigor

Possible Prepared Spell Choices:

Shield of Dawn, Terrible Remorse, Warp Metal- lvl 4,
3rd- Staggering fall, Deadly Juggernaught, Gtr Stunning Barrier, Summon Ancestral Guardian
4th- Flame Steed, Freedom of Movement, Mighty Strength, Crusader's Edge
5th- Righteous Might, Wall of Blindness/Deafness, Clockwork, Stone
6th- Banishment, Blade Barrier, Cold Ice Strike, Greater Dispel Magic, Heal, Inspiring Recovery,Chains of Light

Possible feat selections:
Hurtful, Felling Smash, Cleave, Cleaving Finish, Cleave Through

Gear Wishlist:
Goggles of the arachnid, Eyes of Eyebite, Add Quaking to his Warhammer,Inheritor's Light Sword

[spoiler=Imoedae specific spells and Feats from archive's of Nethy's]
Spells
Inheritor's Smite- Inner sea Gods, level 2
Light Prison- Level 2
Inner Sea Gods, p38
Good Hope can be prepared as a 4th-level spell
Mark of Justice can be prepared as a 4th-level spell

Cool Feats
Strike True-Prerequisites: Combat Expertise, base attack bonus +6.

Benefit: You can focus yourself as a move action. When focused, you gain a +4 bonus on your next melee attack roll before the end of your turn.