Born the eldest son of a peasant family, Hoban offered to join the Priesthood in order to help his family gain some money and power. While Hoban was not a very religious individual he had no doubts that he was in fact the living god. This blind faith would turn out to be Hoban's saving grace for he was spared the experience of the Exalted Woods, where doubters are reaffirmed in their faith.
While not an outstanding member of the Priesthood, Hoban did have friends within the order. When the Priesthood started to send out its members to spread the word of Razmir, Hoban was given an easy position traveling from university to university trying make converts. While no university wanted to accept a Priest of Razmir within its halls, few refused lest more Priest descend upon their institution.
While Hoban set out to bring others into the one true faith, something else happened. The time Hoban spent amongst intellectuals and scouring ancient tomes, doubt about Razmir slowly began to consume Hoban. Despite this doubt Hoban still preaches about the power and might of Razmir using fear and intimidation when necessary. However, he reads about other deities in his spare time and has become more dedicated to helping those that are in need.
While Hoban has for the most part evaded the attention of the Priesthood since he has started to doubt Razmir, he suspects that there have been plants at the locations of his last several assignments. While he is not absolutely sure, he is desperate to avoid a trip to the Exalted Woods, Hoban is looking for any reason to leave his current post and join a group of travelers so as to evade the watch of the Priesthood under the lie that he is, "Traveling to maximize his conversion potential." For if he is found to be a heretic, it is not only him that will suffer but his family as well.
HP (6, 3, 2, 6, 3, 1) + Con + Toughness + FCB = 39 (Take a min of 1/2 rounded down on HP rolls)
A Razmiran priest has the following class features.
False Piety (Ex)
At 1st level, a Razmiran priest gains Knowledge (religion) and Perform as class skills, but loses Appraise and Fly as class skills. He adds half his sorcerer level to Use Magic Device checks to activate spell trigger and spell completion items that use divine spells. He gains False Focus as a bonus feat.
In addition to replacing Appraise and Fly as class skills, this ability replaces the priest’s Eschew Materials bonus feat.
Lay Healer (Su)
At 3rd level, the Razmiran priest adds aid to his list of spells known as a 2nd-level spell. At 5th level, he adds remove disease to his list of spells known as a 3rd-level spell.
This ability replaces the bloodline spells gained at 3rd level and 5th level respectively.
Razmiran Channel (Su)
At 9th level, the Razmiran priest can use his own magic to power spell completion and spell trigger items that use divine spells. He expends a sorcerer spell slot that is at least 1 level higher than the level of the spell he’s trying to activate, then makes a Use Magic Device check. If he succeeds, the item’s spell occurs and the item or charge is not expended. If he fails, nothing happens. Whether he succeeds or fail, his spell slot is expended.
This ability replaces the bloodline power gained at 9th level.
One of your ancestors paid the ultimate price for her beliefs. This distant relative martyred herself out of her devout belief in a cause, and that sacrifice echoed down to her descendants, infusing them with arcane power. Your bloodline confers abilities that allow you to endure pain, resist torture, and inspire others.
Class Skill: Perform (oratory).
Bonus Spells: endure elements (3rd), surmount affliction** (5th), heroism (7th), blessing of fervor* (9th), greater heroism (13th), joyful rapture** (15th), mind blank (17th), overwhelming presence** (19th).
Bonus Feats: Diehard, Endurance, Heroic Defiance*, Heroic Recovery*, Leadership, Persuasive, Skill Focus (Perform), Toughness.
Bloodline Arcana: Whenever you take damage in battle, your effective caster level increases by 1 during your next turn. This effect does not apply more than once per round.
Sacrificial Boon (Su): At 1st level, as an immediate action, you can sacrifice 1 hit point in exchange for a +1 sacred bonus on the next damage roll, saving throw, or skill check you make. This bonus only applies as long as you use it by or during your next turn—otherwise both your sacrificed hit point and the bonus are wasted. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Rallying Cry (Su): At 3rd level, as a standard action once per day, you can shout a cry instilled with the noble sacrifices of your ancestor. You and any allies within 30 feet who can hear you gain a +1 morale bonus on attack and damage rolls for a number of rounds equal to half your sorcerer level (minimum 1). At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.
Gift of Blood (Su): At 9th level, as a standard action, you can choose to sacrifice some of your hit points to grant an ally double that number in temporary hit points. You can sacrifice up to your character level in hit points when using this ability. These temporary hit points last up to 1 minute per sorcerer level. You cannot heal your sacrificed hit points until your target has lost its temporary hit points. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.
Sacrificial Exchange (Su): At 15th level, as a swift action once per day, you can take 2 points of temporary ability damage to one of your ability scores and add a temporary +2 inherent bonus to any other ability score. This bonus lasts for a maximum of 1 hour per sorcerer level or until you choose to prematurely dismiss it (a free action), during which time the temporary ability damage cannot be healed by any means. After this effect ends, you can heal the ability damage normally. At 20th level, you can use this ability twice per day.
Eternal Martyr (Su): At 20th level, your ancestor’s act of martyrdom infuses your spirit. You become immune to death effects. Material components for spells and effects to bring you back to life (such as raise dead or resurrection) cost half as much as normal. Your body cannot be turned into an undead creature, as though you were affected by a permanent hallow effect (caster level equal to your sorcerer level).
Lvl 0: Resistance, Read Magic, Light, Detect Poison, Detect Magic, Guidance, Ray of Frost
Traits- Ease of Faith (Diplomacy is always a class skill, +1 on Diplomacy checks), Desperate Focus (+2 on all concentration checks)
Feats- Weapon Focus (Ray), Dazzling Display, Toughness, Craft Wondrous Items
Skills- Appraise (0), Bluff (2), Diplomacy (6), Intimidate (6), Knowledge Arcana (0), Knowledge Religion (0), Perform Oratory (1), Spellcraft (6), UMD (3)
Vest of Spellcraft: CL 5th 2lbs. 2500gp; Guidance, 1250gp
Circlet of Persuasion: CL 5th –lbs. 4500gp; Eagle’s Splendor, 2250gp
Headband of Alluring Charisma (+3): CL 8th 9000gp; Eagle’s Splendor, 4500gp
Belt of Incredible Dexterity (+2): 1lbs. CL 8th 4000gp; Cat’s Grace, 2000gp
Handy Haversack: 2000gp 5lbs. CL 9th; Secret Chest, 1000gp
Shield of Razmiran: 2.5lbs. 1000gp +1000gp +100gp + 59gp = 2159gp
Magical Items Total: 1250gp + 2250gp + 4500gp + 2000gp + 2105gp + 1000gp = 13105gp, 9.5lbs.
Rope, Silk (50ft): 10gp, 5lbs
Mundane Item Total: 1sp + 10gp + 5gp +1gp +5gp+ 55gp = 76gp, 31lbs.
Crafter’s Fortune (x4): 25gp (all used)
Scrolls Total: 100gp +