Corsair

Khardan, The Spear of Arqueros's page

315 posts. Alias of Tarondor.


Full Name

Khardan

Race

Half-Orc

Classes/Levels

Warpriest 3 - HP 25/25, AC 16/T: 12/FF:14 - Perception +2 - F: +7/ R: +5 / W: +7* - CMB: +5 - CMD: 17, Speed: 20, Init. +2

Consumables:
Blessings 4/4, Fervor 3/3

Gender

Male

Size

Medium

Age

17

Alignment

Neutral Good

Deity

Arqueros, the Golden Bulwark

Location

Ustalav

Languages

Common, Orc, Celestial

Strength 16
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 15
Charisma 7

About Khardan, The Spear of Arqueros

Statblock:
Khardan
Khardan
Male half-orc warpriest (molthuni arsenal chaplain) of Arqueros 3 (Pathfinder RPG Advanced Class Guide 60, Weapon Master's Handbook 6)
NG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +2 (+0 when furthen than 10 feet from a fallen ally)
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 25 (3d8+7)
Fort +7, Ref +5, Will +7; +2 trait bonus vs. fear effects
Defensive Abilities sacred tattoo[APG]
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4+3/19-20) or
. . longspear +6 (1d8+4/×3) or
. . warhammer +5 (1d8+3/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks blessings 4/day (War: war mind), fervor 3/day (1d6), sacred weapon (1d6, +0, 0)
Warpriest (Molthuni Arsenal Chaplain) Spells Prepared (CL 3rd; concentration +5)
. . 1st—divine favor, entropic shield, magic weapon, shield of faith
. . 0 (at will)—create water, enhanced diplomacy, guidance, light
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Statistics
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Str 16, Dex 14, Con 14, Int 12, Wis 15, Cha 7
Base Atk +2; CMB +5; CMD 17
Feats Combat Reflexes, Weapon Focus (longspear), Weapon Of The Chosen[ACG], Weapon Trick (polearms)
Traits accelerated drinker, fate's favored, making good on promises
Skills Acrobatics +2 (+0 when furthen than 10 feet from a fallen ally, -2 to jump), Appraise +1 (-1 when furthen than 10 feet from a fallen ally), Bluff -2 (-4 when furthen than 10 feet from a fallen ally), Climb +5 (+3 when furthen than 10 feet from a fallen ally), Craft (weapons) +7 (+5 when furthen than 10 feet from a fallen ally), Diplomacy +3 (+1 when furthen than 10 feet from a fallen ally), Disguise -2 (-4 when furthen than 10 feet from a fallen ally), Escape Artist +0 (-2 when furthen than 10 feet from a fallen ally), Fly +0 (-2 when furthen than 10 feet from a fallen ally), Heal +2 (+0 when furthen than 10 feet from a fallen ally), Intimidate +0 (-2 when furthen than 10 feet from a fallen ally), Knowledge (engineering) +7 (+5 when furthen than 10 feet from a fallen ally), Knowledge (religion) +6 (+4 when furthen than 10 feet from a fallen ally), Perception +2 (+0 when furthen than 10 feet from a fallen ally), Ride +0 (-2 when furthen than 10 feet from a fallen ally), Sense Motive +7 (+5 when furthen than 10 feet from a fallen ally), Stealth +0 (-2 when further than than 10 feet from a fallen ally), Survival +2 (+0 when furthen than 10 feet from a fallen ally), Swim +1 (-1 when furthen than 10 feet from a fallen ally); Racial Modifiers +2 Intimidate
Languages Celestial, Common, Orc
SQ orc blood, overprotective
Other Gear armored coat[APG], dagger, longspear, warhammer, backpack, bedroll, bell, belt pouch, candle (10), earplugs[APG], flint and steel, hemp rope (50 ft.), holy text (Arqueros)[UE], mess kit[UE], sacks (3), soap, spell component pouch, torch (10), trail rations (5), twine (50')[APG], waterskin, wooden holy symbol of Arqueros, 64 gp, 6 sp, 6 cp
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Tracked Resources
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Blessings (4/day) (Su) - 0/4
Dagger - 0/1
Fervor (1d6, 3/day) (Su) - 0/3
Torch - 0/10
Trail rations - 0/5
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Special Abilities
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Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Fervor (1d6, 3/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Sacred Tattoo +1 to all saves.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Weapon of the Chosen As swift act, deity's fav wep counts as magic for next attack, may reroll conceal miss chance once.
Weapon Trick (Polearms) You may perform weapon tricks with the chosen weapon type.

Polearm Tricks:

Choke Up

Additional Prerequisite(s): Acrobatics 1 rank, Climb 1 rank

You can take a –2 penalty on attack rolls and damage rolls until the beginning of your next turn in order to choke up on and wield a two-handed polearm sized for you in one hand, as long as you do not make attacks with your other hand.

Close Sweep

Additional Prerequisite(s): Improved Bull Rush, Improved Reposition, or Improved Trip

You can attempt a bull rush, reposition, or trip combat maneuver check one for which you have the matching prerequisite feat) against an adjacent foe, even if wielding a weapon with the reach quality.

Haft Bash

Additional Prerequisite(s): Weapon Focus

You can accept a –2 penalty on attack rolls with a reach polearm for which you have Weapon Focus in order to treat the weapon as if it lacked the reach quality until the start of your next turn. If you do, the polearm functions as a club. Any qualities such as trip) or special abilities such as keen) of the weapon that a club could not have, and any feats or abilities you can’t apply to a club, don’t apply to attacks with the weapon during this time.

Polearm Balance

Additional Prerequisite(s): Acrobatics 10 ranks

You can use a polearm to improve your balance. Any round in which you do not make a melee attack, you can take 10 on an Acrobatics check even when distraction would normally prevent you from doing so.

Quick Brace

Additional Prerequisite(s): Base attack bonus +6

While taking a full-attack action with a polearm with brace, you can ready an attack with the polearm in place of your final attack. The readied attack uses the attack bonus of the attack you used to ready it.

Backstory:
Khardan had been driven out of every decent place between Belkzen and Ustalav, alternately hated and pitied for his ancestry. Drifting aimlessly, he became a bandit, a farmhand, even an apprentice draftsman before coming to the small village of Nurn.

There, he found the small town beset by goblins, their crops stolen and their animals slaughtered. Shrugging, he turned away, believing that the strong would simply do to the weak what they do in every age and place.

That was when he heard the voice. A beautiful, rich voice that seemed to issue from a golden eagle perched on a tree at the edge of town. It whispered to Khardan's ears, but spoke to his soul. A love of community awoke within the powerful half-orc's breast, a desire to see simple folk live their lives in peace.

Taking up an old and rusted longspear, Khardan set to work protecting the people of Nurn and driving off the goblins. When he was done, he told the grateful villagers about the eagle and learned in turn about the Empyreal Lord Arqueros, known as the Golden Bulwark. From that day forward, Khardan went where the Golden Bulwark sent him, doing the will of the Lord of Bodyguards, Protection and Watchfulness.

Not long later, Khardan came into the employ of one Professor Petros Lorrimor, famed scholar, explorer, and teacher. Hired by the Professor as a bodyguard, Khardan accompanied the man for roughly a year, listening to his lectures and keeping away cutpurses, bandits and overeager students.

Relationship with Others:

Imperia Albus - Khardan met Imperia when the Professor visited Lepidstadt. The coldly beautiful young scholar largely ignored the ugly brute that was always at the Professor’s side, dismissing as irrelevant anyone not dedicated to learning and knowledge. She surprised him by being capable in a fight when she, Khardan and the Professor were set upon by thieves in one of Lepidstadt’s worse neighborhoods. He thinks she took notice of him then, granting him some respect for his own skills.

Khardan is pretty strongly attracted to Imperia, but lacks the words to express himself. He has a bit of blind spot for her offputting personality.

Doctor Cawthorne – Khardan doesn't really know much about Cawthorne, and in fact thinks a talking bird is pretty funny, but respects the doctor's bravery.

Filiana – Khardan sees in Filiana a person not unlike his friend Jayla - someone with unfolding power who needs to be protected until she is ready to become the protector. Her small size and frequent timidity makes Khardan even more protective of her than usual. Khardan hasn't yet really understood that Filiana is an adult and tends to think of her as a child.

Proposed Advancement:

FEAT SLOTS:
1 – Weapon of the Chosen, Weapon Focus (longspear)
2 –
3 – Combat Reflexes, Weapon Trick: Polearm
4 –
5 – Improved Weapon of the Chosen
6 – Vital Strike, Lunge
7 – Greater Weapon of the Chosen, Quicken Blessing
8 –
9 – Shield Focus, Shield Brace
10 –
11 – Pin Down
12 – Improved Vital Strike, Combat Patrol
13 – Stand Still
14 –
15 - Feat, Bonus Feat

Ideas to remember:

  • Use fervor to cast surmount affliction. It's effectively quickened still surmount affliction.
  • Same with dispel magic

Common Attacks:
[dice=Longspear, divine favor & Fate's Favored]1d20+5+1+1[/dice]
[dice=Damage]1d8+4+1+1[/dice]