Undermountain

Game Master DEWN MOU'TAIN

Snow falls from the heavens by the foot as a strange blizzard hammers Waterdeep, combined with an intense artic cold thats normally found north of the Spine of the world

However, it is warm and moist in the dungeon that is Halaster's Undermountain.

Link to maps

Quest

Perception dice rolls:

[dice=kolaiah perception]1d20+12[/dice]
[dice=vondal perception]1d20+7[/dice]
[dice=astrillith perception]1d20+1[/dice]
[dice=gaeldon percpetion]1d20+18[/dice]
[dice=simon perception]1d20+19[/dice]
[dice=ceirn perception]1d20+14[/dice]
[dice=hellig perception]1d20+15[/dice]

vision plan:

darkvision: astrillith, hellig, kolaiah, vandal
Normal vision: Ceirn, Gaeldon, Simon

Light sources:
Ceirn: everburning torch
simon: everburning torch

marching order:

5 ft order
Simon
Vondal
Koliah
Hellig
Astrillith
Gaelden the Lost
Ceirn

10 ft order
Simon

Vondal
Koliah & Hellig
Astrillith & Gaelden the Lost
Ceirn


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Gabriel XIII wrote:


For build purposes, would a Moon Elf be that standard Pathfinder Elf?

yup. the 3.5 FRCS book says that moon elves are similiar to elves found in the 3.5 phb, so use the pathfinder elves.


gyrfalcon wrote:


Are you familiar with, and would you approve, any of: Spheres of Might? Spheres of Power? Akashic classes?

Thanks!

can you give me some links so i can look at them?

Grand Lodge

Gonna try another Shuriken Warpriest


just for fun:

Roll: 4d6 ⇒ (3, 5, 2, 5) = 15
Roll: 4d6 ⇒ (4, 2, 3, 6) = 15
Roll: 4d6 ⇒ (2, 1, 2, 3) = 8
Roll: 4d6 ⇒ (5, 3, 2, 2) = 12
Roll: 4d6 ⇒ (5, 2, 2, 2) = 11
Roll: 4d6 ⇒ (3, 5, 6, 5) = 19

Roll: 1d6 ⇒ 1
Roll: 1d6 ⇒ 1
Roll: 1d6 ⇒ 6

13
13
11
10
9
16

An awesome NPC


1 person marked this as a favorite.

Oh gosh! I appreciate your curiosity...and also, should warn:

On the one hand I think Spheres of Might / Power is a truly great 3p addition to Pathfinder, and it's not overly complicated once you learn it...but it's a LOT to learn. Honestly, I'd say only dig into learning it if you're really interested; otherwise I'd just say no (and I'm sure I can come up with a concept that uses Paizo 1p stuff).

The Akasha system was made by Dreamscarred Press (who made the Soulknife). I'm still learning it myself, but my impression is there's a lot to learn there too.

All that said, the Spheres Wiki is a great place to start, and in particular I'd start with reading Using Spheres of Might (to learn about the martial half) or Using Spheres of Power to learn about the magic half. In a nutshell, it's a more modular system: imagine a bunch of families of feats (called talents) that you can choose from, to build anything from a teleportation-focused wizard to a scoundrel who specializes in using dirty tricks and sleight of hand to all manner of creative effects. A character has a class. The class grants some class abilities as you might expect, but it also grants talents. Those talents get taken from magic spheres (like Warp, e.g. teleportation, Destruction, e.g. blasting, Divination, e.g. divination + senses, Alteration, e.g. polymorphing) and/or, depending on the class, from martial spheres like Scout (perception/knowledge/stealth-related), Athletics (movement/acrobatics-related), Warleader (diplomacy-related), Gladiator (intimidation-related), or Guardian (tanking/patrolling/challenging-related).

(One of the things I like about Spheres of Might in particular is that martials tend to have more that they can do outside of combat, especially if they invest in certain spheres.)

But really, my advice is to say a quick, "Oh God, nevermind" unless you're in the mood to dive into a deep 3p system. I think it's lovely and relatively balanced...but it's also a good bit to grok at first. I know my first time I started trying to piece it together I had to walk away.

(Oh, and while I know Spheres well and can answer questions about it, I'm a noobie when it comes to Akasha so I'll probably just withdraw that suggestion, but for completeness you can read some about it here. I think the place to start is "Veilweaving Rules" and/or a class like the Vizier.)


My understanding is that the Spheres stuff doesn’t tend to balance well against normal PF1 content. In a game where everyone has access to it from the beginning that’s one thing, but bringing one Spheres character into an established game where no one else was using it for their characters seems unwise.


If still open, I'm putting together Fen-gal the Tamer, a Druid follower of Luthic (Bear shaman + Cave domain). In theory, follows Orcish teachings and Luthic's guidelines about female servitude towards males. In practice, this means she has arranged to keep the males far away, so the subject has never come up.

4d6 ⇒ (6, 2, 3, 1) = 12 11 -> 12
4d6 ⇒ (6, 6, 5, 5) = 22 17
4d6 ⇒ (6, 6, 6, 4) = 22. 18
4d6 ⇒ (4, 1, 1, 6) = 12 11->15
4d6 ⇒ (4, 2, 1, 5) = 12 13 ->14
4d6 ⇒ (4, 5, 1, 2) = 12 11 ->15

retools if needed
1d6 ⇒ 11d6 ⇒ 31d6 ⇒ 51d6 ⇒ 31d6 ⇒ 51d6 ⇒ 61d6 ⇒ 6

quite good? Arranged as 14/15/17/12/18/15


Critzible wrote:
Gonna try another Shuriken Warpriest

Nah, go Whip!

I'm bowing out... I love ya, man!


infomatic wrote:

If still open, I'm putting together Fen-gal the Tamer, a Druid follower of Luthic (Bear shaman + Cave domain). In theory, follows Orcish teachings and Luthic's guidelines about female servitude towards males. In practice, this means she has arranged to keep the males far away, so the subject has never come up.

.

sounds interesting.

question: how are you getting both bear shaman and cave domain? bear shaman says you only have access to Animal, Earth, Protection, and Strength domains. if im missing something, please let me know.


gyrfalcon wrote:

Oh gosh! I appreciate your curiosity...and also, should warn:

On the one hand I think Spheres of Might / Power is a truly great 3p addition to Pathfinder, and it's not overly complicated once you learn it...but it's a LOT to learn.

...yeah. im gonna have to say no to this. it looks interesting, but i honestly dont have the time to learn this system.


Cave is a subdomain of Earth, I think? Perhaps that's still not allowed.

Regardless, may have to chuck the Bear Shaman part, as it leans into summoning and I could replace those summoning feats to help with healing instead (Signature Skill-Heal + Healing Hands instead of SF/Conj+Augment Summon. (plus I'm not sure if summoning even works properly in Undermountain?)

Should have an alias up later today.

Grand Lodge

What is the Age this starts? Is it the one in the beginning of 3.5 book.


Think I will submit an Advanced Template lvl7 Tiefling Oradin. Is that a go?


He would look something like this (just bare bones):

Helgash:

Helgash
Male advanced kyton-spawn tiefling oracle 4/paladin (hospitaler) 3
LG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +2
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 25, touch 13, flat-footed 22 (+7 armor, +3 Dex, +2 natural, +3 shield)
hp 97 (7 HD; 4d8+3d10+35)
Fort +17, Ref +13, Will +17; +2 vs. death
Immune disease, fear; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Special Attacks channel positive energy 8/day (DC 19, 2d6), smite evil 1/day (+7 attack and AC, +3 damage)
Spell-Like Abilities (CL 7th; concentration +14)
. . 1/day—web (DC 19)
Paladin Spell-Like Abilities (CL 3rd; concentration +10)
. . At will—detect evil
Oracle Spells Known (CL 4th; concentration +11)
. . 2nd (5/day)—cure moderate wounds, lesser restoration, shield other
. . 1st (8/day)—bless, cure light wounds, detect undead, divine favor, protection from evil
. . 0 (at will)—create water, guidance, mending, purify food and drink (DC 17)
. . Mystery Life
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 20, Int 16, Wis 14, Cha 24
Base Atk +6; CMB +10; CMD 23
Feats Extra Lay on Hands, Fey Foundling[ISWG], Power Attack
Traits dangerously curious, fate's favored, healer's hands
Skills Acrobatics -1 (-5 to jump), Diplomacy +15 (+13 vs. Creatures that threaten, accuse, or challenge you and haven't apologized, +18 while talking to an individual one-on-one), Escape Artist +1, Heal +12, Intimidate +9 (+12 while talking to an individual one-on-one), Knowledge (planes) +13, Knowledge (religion) +11, Linguistics +4, Sense Motive +12 (+10 vs. Creatures that threaten, accuse, or challenge you and haven't apologized, +15 while talking to an individual one-on-one), Use Magic Device +16; Racial Modifiers +2 Escape Artist, +2 Intimidate
Languages Abyssal, Common, Draconic, Infernal, Orc, Undercommon
SQ interaction bonus, lay on hands 10/day (1d6), mercy (fatigued), oracle's curse (legalistic), pride, revelations (life link, channel), tiefling paladin, vow to self
Combat Gear wand of cure light wounds (50 charges); Other Gear +1 breastplate, +1 heavy steel shield, cloak of resistance +1, headband of alluring charisma +2
--------------------
Special Abilities
--------------------
+3 when using Lay on hands for yourself. Add +1 to the amount of damage the paladin heals with lay on hands, but only when the paladin uses that ability on herself.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fey Foundling Magical healing works better on you
Healer's Hands Your healing efforts are bolstered by positive energy.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks.
Lay on Hands (1d6 hit points, 10/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Life Link (4 max bonds, 140 feet) (Su) As a standard action, establish bond that drains your HP to heal others who have taken 5 dam.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Oracle Channel Positive Energy 2d6 (8/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Smite Evil (1/day) (Su) +7 to hit, +3 to damage, +7 deflection bonus to AC when used.
Vow to Self (1/day) +4 morale bonus to one roll to keep a promise.

One question RIZZENMAGNUS - are you allowing Skill Unlocks? I am asking because of the Healer's Hands trait and the Heal skill interaction.

One disclaimer - I am going on vacation on the 10th of July for about a week and a half, so that might influence my ability to post during that time.

Grand Lodge

Joybringer Olga Lackman:

Joy Bringer Sister Olga Lackman
Neutral Good Human Female Warpriest of Lliira 8th
Hgt.6’5” Wgt.175 Hair:Blonde Eye:Blue Deity: Lliira
Str:14 Dex:18Con:13 Int:16 Wis:18 Cha:15
HP:80 |8d8 +16(+1Con,+1 Favored Class)
Init:+ 4Speed:30ft (40ft)
Fort:+7 [+6+1]
Reflex: +6[+2+4]
Will: +10[+6+4]
BAB:+6/+1
Melee:+8/+3
Ranged:+10/+5
Languages: Common,Celestial,Halfling,Elven
CMB:+8
CMD:22[10+6+2+4]
AC:22[16*]{16**][18***] [22^] [10+3(4)(dex)]+9[mage Armor]* +2{shield]** ]
Armor:Masterwork Mithral Full Plate
Shield Cloak
Weapons:
Dagger +10/+5 1d4+2 10ft 19-20/x2 piercing
Light Mace +10/+5 1d6+2 x2 bludgeoning
Gladius +10/+5 1d6+2 18-20/x2 Slashing or Piercing
Unarmed Strike +10/+5 1d4+2 x2 Bludgeoning
Bladed Boots +10/+5 1d4+2 x2 Slashing or Piercing
Ranged:
Shuriken +12/+7 1d8(1d2)+6 10ft x2 Piercing
Daggers +11/+6 1d4+2 10fr 19-20/x2 Piercing
Skills: 66 Background Skills:16
Acrobatics +14(15)
Climb +10(11)
Diplomacy: +11
Heal +13
Intimidate +11
Know(Religion) +13
Perception +10
Sense Motive +13
Spellcraft: +12
Survival +13
Swim +7(8)

Background:
Craft(Weapons) +8
Perform(Comedy) +10
Perform(Dance) +9
Perform(Sing) +9
Profession(Cook):+9

Traits:
Armor Adept:Armor Check penalty is reduced by 1.

Faithful Artist: Perform is a class skill. Perform (Comedy)+1
.
Feats: Fast Learner, Weapon Focus(Shuriken),Point Blank Shot,Precise Shot,Starcross Style, Starcross Comet, Weapon Specialization(Shuriken), Improved Unarmed Strike
Equipment:
Ring of Sustenance
Handy Haversack
Bag of Holding Type 1
Boots of Striding and Springing
Shield Cloak
Sleeve of Many Garments
Wand of Cure LIght Wounds
Wand of Lesser Restoration
Pyramid Buster Kit
Pathfinders Kit
Light Kit
Juggler’s Kit
Healers Kit
Grooming Kit
Gear Maintenance Kit
Deluxe Dungeoneering Kit
Compass
Ball of Twine
Tea
Coffee, Common
Cheese
Honey
Bread
Trail Rations(2 Weeks)
Trail Bread Mix
Blanket
Hanging Tent
Soap
Silver Holy Symbol(Lliira)
Holy Text (Book of Joy)
Chess set
Coffee Pot
Canteen
Bandoleer (x2)
Tabard
Adventurers Sashes(x2)
Clerics Vestments
Brooch
Signet Ring
Jewelry
Waist Pouch
Spell Component Pouch
Scroll Case
Hip FLask
Cup

War Priest:
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.

Spellcasting:
A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section. A warpriest must choose and prepare his spells in advance.
A warpriest’s highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher.
To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a warpriest’s spell is 10 + the spell’s level + the warpriest’s Wisdom modifier.
Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table Warpriest. In addition, he receives bonus spells per day if he had a high Wisdom score.
Warpriests meditate or pray for their spells. Each warpriest must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest can prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table Warpriest. These spells are cast as any other spell, but aren’t expended when cast and can be used again.
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 positive or negative energy (see Channel Energy, below).
Chaotic, Evil, Good, and Lawful Spells: A warpriest cannot cast spells of an alignment opposed to his own or his deity’s (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Aura:
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: 7/day DC18
A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.

Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.
-Protection
Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.
Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.
-Travel
Agile Feet (minor): At 1st level, 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.
Dimensional Hop (major): At 10th level, you can teleport up to 20 feet as a move action. You can increase this distance by expending another use of your blessing—each use spent grants an additional 20 feet. You must have line of sight to your destination. This teleportation doesn’t provoke attacks of opportunity. You can bring other willing creatures with you, but each such creature requires expending one additional use of your blessing, regardless of the distance traveled. (For example, transporting yourself 40 feet costs 2 uses of your blessing, and transporting an additional person this distance costs 1 more use.)
Focus Weapon
At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon).
Sacred Weapon:+2 1d8 8/rounds
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 1–14; see the table below for Small and Large warpriests. 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.
At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest 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. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.
If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.
Fervor (Su): 8/day 3d6
At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest 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.
An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.
A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells.
As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. 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:Weapon Specialization(Shuriken), Improved Unarmed Strike
At 3rd level and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The warpriest must meet the prerequisites for these feats, but he treats his warpriest level as his base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice) for the purpose of qualifying for these feats.

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)
Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. 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. A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil warpriest (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.
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. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.
Sacred Armor (Su):+1 for 8 minutes
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.

Human:
Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

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.

Spell Casting:

Spells per day:
0-(DC 14) 5[Guidance,Create Water,Detect Magic,Purify Food & Drink,Mending]
1- (DC15) 6[Abundant Ammunition,Comprehend Languages,Endure Elements,Sancturary,Shield of Faith,Entropic Shield]
2- (DC 16) 5[Calm Emotions,Effortless Armor,Find Traps,Spear of Purity,Make Whole]
3- {DC 17) 3[Create Food and Water,Cure Serious Wounds,Protection from Energy]
4-
5-
6-

Olga without her background


i'll answer questions tomorrow.


im closing the recruitment.

Im choosing Olga, the warpriestess to come join us.

Critz, please jump over to the discussion and say hi.

i am going to write you in.


Good answer.

Gogo Olga!

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