Paladin

Lorth Blood-Seer's page

335 posts. Alias of Mark Sweetman.


Full Name

Lorth Blood-Seer

Classes/Levels

HP 78/78, AC 25/12/23, Saves 11/5/14

About Lorth Blood-Seer

Str: 19 (21)
Dex: 12
Con: 14 (16)
Int: 10
Wis: 16 (18)
Cha: 10

Human
Warpriest (Sarenrae) 9

DEFENSE
AC 25 (10 +10 Armor +3 Shield +1 Luck +1 Dex), touch 12, flat-footed 23
CMD: 22 (10 +6 BAB +5 Str +1 Dex)
Hit Points: 78
Fortitude: +11 (6 +3 Con +2 Resist)
Reflex: +5 (2 +1 Dex +2 Resist)
Will: +14 (6 +4 Wis +2 Resist +2 Feat)

OFFENSE
Speed: 20 ft
Melee: +14/+9 (6 BAB +1 WF +2 MW +5 Str)
CMB: +11 (6 +5 Str)

Feats: (10 total – 6 normal, 3 combat, 1 from FC)
Weapon Focus (Scimitar): +1 to hit with scimitar.
Toughness: extra HP = character level

Power Attack: -2/+4
Iron Will: +2 Will saves
Combat Casting: +4 to Concentration
Improved Iron Will: 1/day reroll will save
Furious Focus: ignore power attack penalty for 1st attack each turn.
Step Up: if opponent attempts to 5ft step away, can follow as an immediate action.

Fortified Armor Training: if hit with a critical, can turn it into a normal hit by giving either armor or shield the broken condition.
Weapon Specialization (Scimitar): +2 on damage when using scimitar.
Improved Critical (Scimitar): threat range doubles when using scimitar.

Racial Traits:
Standard human

Favored Class: Warpriest – 6 levels to earn a combat feat (Toughness); 3 for extra HP

Skills: (2 + Int +1 Human)
Diplomacy (Cha): 9 (6 +3 Class)
Heal (Wis): 13 (6 +3 Class +4 Wis)
Knowledge (Religion-Int): 9 (6 +3 Class)
Ride (Dex): 7 (3 +3 Class +1 Dex)
Spellcraft (Int): 9 (6 +3 Class)

Class Abilities:
Weapon and Armor Proficiencies: simple and martial weapons, favored weapon of deity, and with all armor (heavy, light, and medium) and shields (except tower shields).
Aura (Ex): aura (as a cleric) of both Lawful and Good.
Blessings (Su): 3 + 1/2 his warpriest level per day.
Focus Weapon: receive Weapon Focus as a bonus feat.
Sacred Weapon (Su): 1d8. As a swift action enhance weapon with +2 enhancement bonus. Can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. Can enhance a weapon with any of the following: brilliant energy, defending, disruption, flaming, frost, keen, shock, ghost touch, holy, axiomatic and merciful.Can be ended as a free action at the start of the warpriest’s turn.
Spontaneous Casting: can channel stored spell energy into healing spells that he did not prepare ahead of time.
Chaotic, Evil, Good, and Lawful Spells: cannot cast spells of an alignment opposed to his own or his deity’s.
Fervor (Su): 1/2 warpriest level + Wis modifier per day.
Expend one use to touch a creature and heal for 1d6 + 1d6/3 levels above 2nd. Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action).
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, expend one use to cast any one warpriest spell he has prepared. 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.
Bonus Feats: At 3rd level and every 3 levels thereafter, a warpriest gains a bonus combat feat in addition to those gained from normal advancement. Must meet the prerequisites for these feats, but he treats his warpriest level as his base attack bonus for these feats (in addition to base attack bonuses gained from other classes and racial Hit Dice). Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level.
Channel Energy (Su): Using this ability is a standard action that expends two uses of his fervor ability and doesn’t provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Can choose whether or not to include himself in this effect.
Sacred Armor (Su): as a swift action give armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1. 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). 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.
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.

Spells: (5/5+1/4+1/3+1)
0th: light, guidance, resistance, mending, stabilize
1st: divine favor [ ][ ], liberating command [ ][ ], remove fear [ ][ ]
2nd” lesser restoration [ ], protection from evil (communal) [ ][ ], remove paralysis [ ], shield other [ ]
3rd: daylight [ ], resist energy (communal) [ ][ ], searing light [ ]

Healing Blessing: Powerful Healer (minor): As a swift action, you can treat any cure spell as if it were empowered (as the Empower Spell feat), causing it to heal 50% more damage (or deal 50% more damage if used against undead). This ability doesn’t stack with itself or the Empower Spell feat
Good Blessing: Holy Strike (minor): can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.

Gear: 46,000 gp
+2 Scimitar – 1d6, 18-20/x2, 4lb, S – 8,315gp
+1 Heavy Steel Shield - +3 Shield, -1 Armor Check, 15lb – 1,170gp
+1 Fullplate - +10 Armor, +1 Max Dex, -5 Armor Check, 20ft, 50lb – 2,650gp

Cloak of Resistance +2 – 4,000gp
Jingasa of the Fortunate Soldier – 5,000gp (+1 luck to AC, 1/day when struck by a crit or sneak attack can spend an immediate action to negate. Damage is instead rolled normally)
Feather Step Slippers – 2,000gp (ignore difficult terrain as per feather step)
Belt of Physical Might (Str and Con) +2 – 10,000gp
Headband of Unshakeable Resolve – 5,600gp (+2 enhancement to Wisdom, when suffer a fear effect can spend an immediate action to reduce severity by 1 step)

2 x Scroll of Restoration
Handy Haversack
Wand of CLW (44 charges)
Feather Token (Whip)

Party Loot:
8 potions of CMW
4 potions of bull's strength
5 potions of invisibility
2 scrolls of haste
scroll of fly