Rogeif Yharloc

Uther Blackwater's page

132 posts. Organized Play character for ShieldBug.


Full Name

Uther Blackwater

Race

Male Human Warpriest 1 | HP 10/10

Classes/Levels

| AC 18 (19*) T 14 (15*) FF 14 | CMD 16 (18*) | F +3 R +4 (+5*) W +4 | Spd 30' | Perc +7; SM +6; Aura of Good | Init +4 (+5*) | Blessings 0/3 | Conditions: *Mist-tainted

Gender

Spells:
-/0/0/0/0/0/0

About Uther Blackwater

Background:

Personality:

Appearance:

Uther Blackwater
PFS # 210803-6
Male Human (Ulfen) Warpriest of Cayden Cailean
NG Medium humanoid (human)
Init +4, Senses Perception +7, Sense Motive +6
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Defence
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AC 18, touch 14, flat-footed 14 (+3 armour, +1 shield, +4 dex)
hp 10 ((1d8)+1) +1 from tireless trait
Fort +3, Ref +4, Will +4,
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Offence
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Speed 30 ft.

Special Attacks Sacred Weapon,

Melee
Longbow (Empty Quiver)
[dice=Atk. Empty Quiver]1d20+2[/dice]
[dice=Dmg. Bludgeoning]1d8+2[/dice]
critical: 20 / x2

Battleaxe Not currently carried.
[dice=Atk. Battleaxe]1d20+2[/dice]
[dice=Dmg. Slashing]1d8+2[/dice]
critical: 20 / x3

Dagger
[dice=Atk. Dagger]1d20+2[/dice]
[dice=Dmg. Slashing (Cold Iron)]1d4+2[/dice]
critical: 19-20 / x2

Ranged
Longbow
[dice=Atk. Longbow]1d20+5[/dice]
[dice=Dmg. Piercing]1d8[/dice]
range increment: 100ft
critical: 20 / x3

Dagger
[dice=Atk. Dagger]1d20+4[/dice]
[dice=Dmg. Slashing]1d4+2[/dice]
range increment: 10ft
critical: 19-20 / x2
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Statistics
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Str 15, Dex 18, Con 12, Int 10, Wis 14 Cha 7
Base Atk +0; CMB 2; CMD 16
Languages Common, Skaald
SQ blessings (agile feet, holy strike)
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Skills
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Per Level: 3 (2 Base + 1 Skilled)

List:

Acrobatics* = +4 (+2) (0r, 4a, 0c, 0t)
Appraise = +0 (0r, 0a, 0c, 0t)
Bluff = -2 (0r, -2a, 0c, 0t)
Climb* = +2 (+0) (0r, 2a, 0c, 0t)
Craft = +0 (0r, 0a, 0c, 0t)
Diplomacy = -2 (0r, -2a, 0c, 0t)
Disable device* = --
Disguise = -2 (0r, -2a, 0c, 0t)
Escape Artist* = +4 (+2) (0r, 4a, 0c, 0t)
Fly* = +4 (+2) (0r, 4a, 0c, 0t)
Handle Animal = --
Heal = +2 (0r, 2a, 0c, 0t)
Intimidate = -2 (0r, -2a, 0c, 0t)
Knowledge (Engineering) = +0 (0r, 0a, 0c, 0t)
Knowledge (Religion) = +0 (0r, 0a, 0c, 0t)
Knowledge (Untrained) = +0 (0r, 0a, 0c, 0t)
Linguistics = --
Perception = +7 (1r, 2a, 3c, 1t)
Profession = --
Ride* = +4 (+2) (0r, 4a, 0c, 0t)
Sense Motive = +6 (1r, 2a, 3c, 0t)
Sleight of Hand* = --
Spellcraft = --
Stealth* = +4 (+2) (0r, 4a, 0c, 0t)
Survival = +6 (1r, 2a, 3c, 0t)
Swim* = +2 (+0) (0r, 2a, 0c, 0t)
Use magic device = --

ACP -2 (-1 studded leather armour, -1 buckler)

*ACP applies to these skills

Key
(r=ranks, a=ability modifier, c=class skill, t=racial trait or class bonus)


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Traits, Feats, and Special Abilities
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Traits:
Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Tireless (Exchange Faction): You are accustomed to working long hours and weathering difficult conditions just to get the job done. You gain a +2 trait bonus on Constitution checks made to resist nonlethal damage from swimming, forced marches, starvation, thirst, and hot and cold environments. In addition, you gain 1 hit point.



Racial Traits:
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


Special Abilities:
Agile Feet (Su) As a swift action you gain increased mobility. For 1 round, you ignore all difficult terrain (including magical terrain) and take no penalties for moving through it.

Aura (Ex) A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil).

Blessings (Su) (Good, Travel): You can call upon the power of your blessings 3 times per day. The DC for these blessings is 12

Bonus Languages A warpriest's bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.

Focus Weapon (Longbow): At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity's favored weapon).

Holy Strike (Su): 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 purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.

Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table 1-14. These spells are cast as any other spell, but aren't expended when cast and can be used again.

Sacred Weapon (Su): Sacred weapons (including his deities favored weapon and all weapons with Weapon Focus) can do base 1d6 damage instead of the weapons normal base damage. At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table D. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage-this must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage.

Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn't an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with "cure" in its name. An evil warpriest (or a neutral warpriest of an evil deity) can't convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with "inflict" in its name. A warpriest that is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels

Weapon and Armor Proficiency: A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat.


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Equipment
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Carry Capacity: Light 0-66 lbs. Medium 67-133 lbs. Heavy 134-200 lbs.

See Inventory Tracking Sheet for a full list of gear.

Current Load 65.00 lbs. (Light)
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Chronicles / Boons / Faction Card
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Boons:

The Exchange's Faction Journal Card (S9):

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Misc
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