Hellknight

Amphitryon Silverstar's page

64 posts. Alias of Grumbaki.


Race

Wounds (8) HP (84) Temp HP (16) AC (33/15/30) Saves (14/14/14) Init (+3) CMD (27, +4 vs disarm/sunder)

Classes/Levels

Blessings (7/7) Fervor (5/6) Spells (Divine Favor, Angelic Aspect)

Gender

Half Elf Warpriest (9)

Size

Glamered Appearance

Alignment

CG

Strength 18
Dexterity 16
Constitution 18
Intelligence 10
Wisdom 14
Charisma 10

About Amphitryon Silverstar

With divine favor
To Hit: +6 (BaB) +4 (Str) +1 (WF) +2 (Enchantment) +4 (WT) +4 (Luck) = +21
Damage: 6d6 (VS) + 6 (Str) + 2 (Enchantment) +4 (WT) + 6 (PA) +2 (WS) +2 (WS) +4 (Luck) = 6d6+24

[dice=Hit]1d20+21[/dice]
[dice=Pick Highest]1d20+21[/dice]
[dice=Chaotic Aligned Damage]6d6+24[/dice]

Defenses
Ac: 10 + 11 (Armor) + 3 (Shield) + 3 (Natural Armor) + 3 (Ring of Protection) + 3 (Dex) = 33
Fort: + 6 (base) + 4 (Con) +4 (resistance) = +14
Ref: + 3 (base) + 3 (Dex) +4 (WT) +4 (resistance) = +14
Will: + 6 (base) + 2 (Wis) + 2 (Race) +4 (resistance) = +14

Spells:

1 per day SLAs
* dancing lights
* darkness (X)
* faerie fire
* bless
* rage
* angelic aspect (X)

Lvl 0 Spells
* Detect magic
* Detect poison
* Create Water
* Stabilize
* Purify food and drink

Lvl 1 Spells (6x)
* 6x Divine Favor (2X)

Lvl 2 Spells (5x)
* 2x Inheritor’s Smite (1X)
* 2x Bull’s Strength
* 1x Dark Whispers

Lvl 3 Spells (3x)
* 2x Holy Javelin
* 1x Invisibility Purge

Race, Traits, Stats:

Race: Half-Elf
* Drow Heritage: Half-elves with this trait count as drow for the purposes of any effect related to race, including prerequisites. This racial trait replaces the ability to choose any language as a bonus language, instead limiting the character to the bonus languages offered to drow.
* Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
* Dual Minded (+2 Will Saves)
* Blended View (Low Light Vision And 60ft Dark Vision)
* Elven Immunities (Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.)
* Keen Senses (+2 Perception)

Traits:
* Fate’s Favored (+1 luck bonuses)
* Seeker (+1 perception and class skill)
* Secret Knowledge (+2 knowledge religion)
* Umbral Unmasking (Creatures that succeed at a DC 15 Wisdom check notice that he has the shadow of a fully armored Ares (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

Stats:
Str: 15 + 2 (profane) + 1 (lvl 4) = 18
Dex: 14 +2 (race) = 16
Con: 13 + 1 (lvl 8) + 2 (belt) +2 (profane) = 18
Int: 10
Wis: 14
Cha: 10 Effective 14 due to belt

War
Amphitryon gains a +2 profane bonus to Strength and Constitution as well as a +2 profane bonus to Intimidate and Survival. He may cast Bless 1/day, Rage 1/day, and Angelic Aspect 1/day as spell-like abilities with a caster level equal to his character level.

Feats, Skills, Equipment:

Feats w/ 6x FCB
Lvl 1: Weapon Focus Greatsword, Drow Spirit (Benefit: You gain the ability to cast dancing lights, darkness, and faerie fire each once per day as a spell-like ability. You use your character level as your caster level for these abilities. Alternatively, you can instead gain any one racial trait that elves can exchange for the elven magic racial trait.)
Lvl 3: Weapon of the Chosen, Power Attack
Lvl 5: Improved Weapon of the Chosen
Lvl 6: Vital Strike, Advanced Weapon Fighter’s Reflexes (Ex) The fighter applies his weapon training bonus to Reflex saving throws. He loses this bonus when he is flat-footed or denied his Dexterity bonus to AC.
Lvl 7: Quicken Blessing War, Furious Focus
Lvl 9: Weapon Specialization, Greater Weapon of the Chosen
Lvl 11: Improved Vital Strike
Lvl 12: Devastating Strike (+6 damage)
Lvl 13: Improved Critical
Lvl 15: Improved Devastating Strike (+6 confirm)
Lvl 16: Critical Focus (Total +10 to confirm)
Lvl 17: Greater Weapon Specialization
Lvl 18: Greater Vital Strike
Lvl 19: Toughness

Background Skills:
* Profession Soldier (+14)
* Profession Cook (+14)

Skills:
* Perception: +17
* Intimidate: +14
* Diplomacy: +14
* K Religion 6 SP: +11
* Survival 1 SP: +8

Equipment:
* Cloak of Resistance +4
* Sword of Ares: Impact Glammered Greatsword +2 with weapon cord
* Armor of Ares: Mithril Glammered Comfort Fullplate +2 (ACP 2)
* Ring of Protection +3
* Fighter’s Kit with elven travel rations (Elves favor soft trail bread made of oats mixed with other grains, berries, and nuts and sweetened with honey. They supplement this trail bread with dried fruits and nuts. If you are an elf who subsists on nothing but these rations for at least 1 week, you receive a +2 bonus on checks and saves that benefit from the Endurance feat. This benefit lasts until you eat a meal other than the rations or go for a full day without eating a day’s worth.)
* Championship Belt: The "Big Gold Belt" has a giant gold plate on the front with a carving of Greece etched onto it along with 2 matching side plates with the winner's name also carved on it. When worn in the belt slot or alternatively over the shoulder in the back slot, this belt gives the wearer a +2 sacred bonus on str-based skill checks, strength checks, and cha-based skill checks and charisma checks and +2 Constitution. It has been blessed by Zues and now has a lightning bolt etched onto it.
* Gloves of Dueling: These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn’t drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.
* Amulet of Natural Armor +3
* 261 gold 7 silver 5 copper (owes 500 gold to his brother)
1 potion of CLW 1 potion of CMW

Arsenal Champion Warpriest:

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.

Blessings
* 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.
* War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.
* Battle Lust (major): At 10th level, you can touch an ally and grant it a thirst for battle. All of the ally’s melee attacks are treated as if they had the vicious weapon special ability, but the additional damage dealt to the ally from that special ability is nonlethal. In addition, the ally receives a +4 insight bonus on attack rolls made to confirm critical hits. These benefits last for 1 minute.

Fervor (Su)
* 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.
* 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.

Weapon Training (Greatsword only)
* Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls
* Defensive Weapon Training (Ex) The fighter gains a +1 shield bonus to his Armor Class. The fighter adds half his weapon’s enhancement bonus (if any) to this shield bonus. When his weapon training bonus for weapons from the associated fighter weapon group reaches +4, this shield bonus increases to +2. This shield bonus is lost if the fighter is immobilized or helpless.