Machine Slayer

Johund Struckland's page

510 posts. Alias of Something Wicked.


Race

| Blessings 5/7 | Fervor 7/7 (3d6) | Sacred Armor 8/8 (+1) | Sacred Weapon 7/8 (+2) | [Crest]

Classes/Levels

| [Loot]

Gender

HP 67/67 | AC (29) 25 T 16 FF (26) 22 | F +10 R+7 W+11 | CMB +12 CMD 27 | Init +3 Perc +2

Age

35

Alignment

CN

Deity

Hanspur

Strength 20
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 14
Charisma 8

About Johund Struckland

No man can outrun the river.

Theme Music

Bot Me:

Full attack:
[dice=mwk keen dagger TWF 1]1d20+12[/dice]
[dice=dmg]1d8+8[/dice]
[dice=mwk keen dagger TWF 2]1d20+12[/dice]
[dice=dmg]1d8+8[/dice]
[dice=mwk keen dagger iterative]1d20+7[/dice]
[dice=dmg]1d8+8[/dice]

Single attack:
[dice=mwk keen dagger]1d20+14[/dice]
[dice=dmg]1d8+8[/dice]

Johund can use a swift action to (A) burn a fervor for self-heal 3d6, (B) burn a fervor to self-buff, (C) activate sacred weapon for +2 to both daggers, (D) activate sacred armor for +1 for 1min, (E) activate his Travel blessing to ignore difficult terrain.

He can use a standard action to (A) activate his Water blessing for +1d4 cold dmg on one weapon for 1min, (B) burn two fervors to channel positive energy 3d6.

He can use a free action to change the damage type of his weapons using the Weapon Versatility feat.

Johund Struckland
Human Warpriest of Hanspur 8
CN Medium humanoid (human)
Init +3; Senses Perception +2
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Defense
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AC 24, touch 15, flat-footed 21 (+7 armor, +1 deflection, +3 Dex, +1 insight, +1 natural, +1 shield)
hp 67 (8d8+24)
Fort +10, Ref +7, Will +11
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee cold iron dagger +13/+8 (1d8+8/19-20) or
. . cold iron dagger +13/+8 (1d8+8/19-20) or
. . mwk keen dagger +12/+7 (1d8+8/17-20) or
. . mwk keen dagger +12 (1d8+8/17-20) or
. . silver dagger +13/+8 (1d8+7/19-20) or
. . silver dagger +13/+8 (1d8+7/19-20)
Ranged pilum +9 (1d8+6) or
. . sling +9 (1d4+6)
SQ blessings 7/day (Travel: agile feet, Water: ice strike), channel positive energy 3/day (DC 17, 3d6), fervor 7/day (3d6), sacred weapon (1d8, +2, 8/day), dual talent (Str/Dex) (alt. racial trait)
Warpriest Spells Prepared (CL 7; concentration +9)
. . 3rd
channel vigor
channel vigor
magic vestment x
. . 2nd
align weapon
bull's strength
ironskin x
ironskin
ironskin
. . 1st
divine favor
divine favor
divine favor
divine favor
Shield of faith x
. . 0 (at will)
create water
detect magic
guidance
light
stabilize
--------------------
Statistics
--------------------
Str 22, Dex 17, Con 14, Int 12, Wis 16, Cha 8
Base Atk +6; CMB +12; CMD 27
Feats
Diehard
Double Slice
Dual Enhancement
Endurance
Toughness
Two-Weapon Defense
Two-weapon Fighting
Weapon Focus (dagger)
Weapon Specialization (dagger)
Weapon Versatility
Traits brigand, fate's favored
Skills
Acrobatics +0 (-4 to jump)
Appraise +1
Bluff -1
Climb +17
Diplomacy +3
Disguise -1
Handle Animal +4
Heal +7
Intimidate +4
Knowledge (engineering) +10
Knowledge (religion) +5
Perception +3
Profession (sailor) +14
Sense Motive +8
Spellcraft +5
Stealth +0
Survival +13
Swim +14
Racial Modifiers brigand
Languages Common, Halfling
Gear
aegis of recovery
boots of the cat
dusty rose prism ioun stone
mwk agile breastplate
cold iron dagger x2
mwk keen dagger x2
silver dagger x2
sling
greatclub
pilum (4)
sling
ioun torch ioun stone
backpack
bedroll
belt pouch
flint and steel
hemp rope (50 ft.)
holy text (Hanspur)
mess kit
pot
soap
spell component pouch
tattoo holy symbol of rat
torch (10)
trail rations (5)
waterskin
wooden holy symbol of Hanspur
Wealth 218 gp
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Special Abilities
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Agile Feet (Su) As a swift action, ignore difficult terrain penalties (even magical ones) for 1 rd.
Aura (Chaotic) (Ex) The character has a strong aura corresponding to his deity's alignment (Chaotic neutral).
Blessings (7/day) (Su) Pool of power used to activate Blessing abilities.
Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, thieves, bandits.
Dual Enhancement When using div bond or sac wep, you may enha 2 wep or both ends of a dbl wep.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor w/o fatigue.
Fate's Favored Increase luck bonuses by 1.
Fervor (3d6, 7/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Ice Strike (Su) Touched weapon deals +1d4 cold damage for 1 min.

Sacred Armor:
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.

When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his fervor.


Sacred Weapon (1d8, +2, 8/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Spontaneous Casting The priest can convert stored spells into cure spells.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Warpriest Channel Positive Energy 3d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (swift act.).

Background:

Born a bastard, the youngest of seven, Johund was raised among the thieves and ne’erdowells that stalk the Gronzi Forest of Rostland. Nomadic tribes that wandered from ridge to ridge, his were a people who survived by taking what was needed, with only passing regard for how or from whom such ill-gotten gains were procured. They camped in the southern Gronzi forest, preying upon traveling merchants and the errant Brevic woodcutter who stumbled upon their wandering campsites. The bodies were buried in shallow graves before the bloody band took flight deeper into the dense woodlands.

Following the death of one too many lumberjacks, the long arm of New Stetvan’s law began to extend east, forcing the bandits to stake their livelihood within new territory: The Stetven River. Posing as fishermen, sailors, and traders, they would seize unsuspecting vessels, kill the crew, and rebrand the ships, disguising their former identities. This life took them upriver, to the vastness of Lake Reykal, and even into the Sellen River. Times were good, and the people began to view the river as a sacred thing, adopting faith in Hanspur. For some, like Johund, that faith became a calling.

It was on Lake Reykal this “family” of cutthroats met their doom, when they attempted to overtake a fishing vessel only to find it filled with New Stetven militiamen in disguise. The bandits were slain, though some escaped into the depths of the lake where, it was presumed, they would simply drown.

But Johund prayed, and swam, and prayed. And then he sank. To hear him tell it, he drowned in those waters, but Hanspur’s mercy carried him upon its swift current, to the eastern shores of the lake, and there he choked the water from his lungs, and took a breath. He stood, a new man, a man of the river, of Hanspur, to serve an unknown purpose.

But while Johund’s fate is uncertain, he knows he owes a debt. A debt to the relentless current, to the darkling depths and bubbling fathoms of the Lord of Lakes and Rivers.

And no man can outrun the river.

The Six River Freedoms:

Say What You Will, I Live Free
This is the freedom of speech (and not to be confused with freedom from the consequences of your words). Criticism of government is common in the kingdoms, and lords of the kingdoms who are lenient with loose tongues are likely to live longer. Bards take special advantage of this freedom, and spells like silence are viewed in a harsh negative light.

Oathbreakers Die
Making an oath is a huge deal for the people of the River Kingdom (where trust is hard to come by, and earned in blood), and this freedom grants the people of the kingdoms leave to persecute anyone person that breaks an oath. Riverfolk who take on oaths usually keep them, or die trying. This freedom can have some constricting side effects on traders and businessmen, who are loath to make strict commitments or promises.

Walk Any Road, Float Any River
This freedom prevents the river kingdoms from blocking travel over land and water, including charging tolls for passage. The fate of the town of Heibarr is sometimes used as a salutary tale of what can happen if the third freedom is disrupted.

Courts Are For Kings
One of the most basic freedoms of the River Kingdoms, this one holds that all laws within the river kingdom are flexible, and that rulers of a kingdom may do as they wish. Visitors to a river kingdom -- be they king or commoner -- are bound by the (often arbitrary) laws of that kingdom. Consequently rulers of the different kingdoms infrequently visit each other, and instead rely on liasons and intermediaries. The exception to this is the annual Outlaw Council.

Slavery is an Abomination
Escaped slaves are an important fact of life in the River Kingdom. A slave that escapes to the River Kingdoms is considered truly free. By some estimates, more than a third of all people living in the River Kingdoms are either escaped slaves or children of escaped slaves. Thousands of slaves make their way to the River Kingdoms annually and fiercely defend their newfound freedoms. Hellknights of the Order of the Chain are unable to hold office in the River Kingdoms, and Andoran Eagle Knights are held in special regard by its people.

You Have What You Hold
This freedom draws the moral distinction between stealing and robbery. In the River Kingdoms, it is more preferable to face your robber, to be allowed the opportunity to resist (and perhaps to repossess!). It is acceptable (and perhaps worthy of praise) to take what you want by force.

Character Advancement:

Default FCB: 1/6 bonus combat feat

Level 1: Feat (Two-Weapon Fighting), Racial Bonus Feat (Two-Weapon Defense), Campaign Feat (Toughness), Aura, Blessings, Focus Weapon (dagger), Orisons, Sacred Weapon
Level 2: Fervor 1d6
Level 3: Feat (Weapon Versatility), Bonus Feat (Double Slice)
Level 4: Ability Score (Str), Channel Energy, Sacred Weapon +1
Level 5: Feat (Dual Enhancement), Fervor 2d6
Level 6: Bonus Feat (Weapon Specialization), FCB Bonus Feat (Endurance)
Level 7: Feat (Diehard), Sacred Armor +1
Level 8: Ability Score (Dex), Fervor 3d6, Sacred Weapon +2
Level 9: Feat (Stalwart), Bonus Feat (Improved Two-Weapon Fighting)
Level 10: Blessings (major), Sacred Armor +2
Level 11: Feat (Quicken Blessing), Fervor 4d6
Level 12: Ability Score (Str), Bonus Feat (Greater Weapon Focus), Sacred Weapon +3, FCB Bonus Feat (Improved Critical)
Level 13: Feat (Greater Weapon Specialization), Sacred Armor +3
Level 14: Fervor 5d6
Level 15: Feat (Improved Stalwart), Bonus Feat (Step Up)
Level 16: Ability Score (Str)