Joran Vhane

Anator Kintash's page

104 posts. Alias of Oceanshieldwolf.


Full Name

Anator Kintash

Race

Human

Classes/Levels

Warpriest 3; HP 27/27, AC 19/T 13/ FF 16; Fort +4, Ref +4, Will +6; CMB +2, CMD 15; Per +4, Init +5; Spd 20 ft.

Gender

Male

Size

Medium

Age

Middle-aged

Special Abilities

Spells, Blessings 4/day, Fervor 4/day 1d6

Strength 10
Dexterity 16
Constitution 12
Intelligence 11
Wisdom 16
Charisma 11

About Anator Kintash

Quick View Stats for Combat:
Status:
HP: 27/27
AC:18, 12 touch, 16 flat-footed
Saves: Fort: +4, Reflex: +4, Will +6
BAB +2
CMB +2 CMD15

Initiative: +5
Conditions:
Spells in Effect:
Currently wearing: Agile Breastplate, Buckler
Items in Hand: Masterwork Kukri x2

Blessings: 4/day, DC 14
Fervor: 4/day, 1d6 HP

SPELLS
DC 13 [10 + 3 (Wis Mod)] + spell-level]
SPELLS
Prepared Spells/day: 4 Orisons. 4 1st.
1st level spell slots: bless (_), burning disarm (_), hide from undead (_), shield of faith (_)
(Listed (_),(_), to represent open slots and (X),(X), to represent used slots)
Prepared:
Orisons enhanced diplomacy, guidance, light, stabilise
1st level bless, burning disarm, hide from undead, shield of faith

Anator's Tale:

I was born in Teboro, a small and dusty Mwangi village. The son of Pharasmin functionaries from Taldor that were stationed in Mwangi by the Pharasmin Church. Trained to become a priest, and due to return to Taldor, but trained in the ways of the Dying Select, a special branch of Pharasmin servitors skilled in battle and refused the benefit of resurrection. Being selected to join this elite cadre was a great honor, and I served Pharasma well.

I was never an adventurer per se, rather a dedicated undead hunter. I rose to lead my fellow Dying Select in northern Garund.

My fate was to die in service to Pharasma. I tracked down the vile wraith buccaneer Doss Hellgarde within the region known as the Shackles - the unit under my direction were ambushed and slaughtered. I was captured, tortured, drained and finally ritually executed. Hellgarde's vile calumnies continued - he enjoined a necromancer to animate my corpse and imprisoned my soul in it in such a way that it forced me to watch what they used my body for (over six hundred, long years) until recently when a group of Lantern Bearers destroyed my body and prison freeing me and giving me a chance to serve Pharasma again...

I awoke on the Mournful Maiden and have been awaiting Pharasma's honor ever since.

Middle aged when I died over half a millennia ago, my ways are old fashioned and my equipment archaic. I am the oldest of the old school. ;)

STATS:

Ability Scores
Score (modifier) (point buy - 20 pts) (racial bonus) (age)
Str : 10 (+0) (1) (-1 age)
Dex: 16 (+3) (13) (-1 age)
Con: 12 (+1) (3) (- 1 age)
Int: 11 (+0) (0) (+1 age)
Wis: 16 (+3) (3) (+2 human) (+1 age)
Cha: 11 (+0) (0) (+1 age)

DEFENSE:

AC: 19, touch 13, flat-footed 16 (+6 armor, + 3 Dex, +0 shield, +0 size)
HP: 27 (Full first lvl = 8, Full second lvl = 8, Third level = 5, +3 Con, +3 Favored Class)
Fort +4 (3 + 1 Con), Ref +4 (1 +3 Dex), Will +6 (3 + 3 Wis)

OFFENSE:

Initiative: +5 (+3 Dex, +2 trait)
Speed 30 ft.

Base Atk: +2

CMB: +2 (+2 BAB, +0 Str) CMD: 15 (10, +2 BAB, +0 Str, +3 Dex)

Melee:
Masterwork Kukri +5, 1d6 +3, 18-20 x2 [+2 BAB, +3 Dex, +1 Mwk, +1 weapon focus, -2 TWF] [+3 Dex]
Masterwork Kukri +5, 1d6 +3, 18-20 x2 [+2 BAB, +3 Dex, +1 Mwk, +1 weapon focus, -2 TWF] [+3 Dex]

Ranged: N/A

Favored Class Bonus Warpriest: Hit points

Feats:
[6: 1 1st level, 1 human, 1 Warpriest, 1 campaign bonus, 1 3rd level, 1 Bonus Combat Feat]

Blind Fight: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.

Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Deadly Agility: You may add your Dexterity modifier in place of your Strength modifier when wielding a light weapon or a weapon that gains the benefits of the Weapon Finesse feat (such as the rapier) when determining additional damage inflicted upon a successful attack.

This modifier to damage is not increased for two-handed weapons, but is not reduced for off-hand weapons.

Two Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.

Piranha Strike: When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.

Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Weapon Focus (Kukri): You gain a +1 bonus on all attack rolls you make using the selected weapon.

SKILLS:

The warpriest's class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skills: (5 = 2 ranks x Warpriest 3 = 6, + 0 Int, +1 campaign skill point)

Skill/Class/Ranks/Ability Modifier/Bonus ( * = ACP, # = no untrained)

Acrobatics (Dex)/No/xx/+xx = +xx * #
Appraise (Int)/No/xx/+xx = +xx
Bluff (Cha)/No/xx/+xx = +xx
Climb (Str)/Yes, +3/xx/+xx = +xx *
Craft (tattoo) (Int)/Yes, +3/xx/+xx = +xx
Diplomacy (Cha)/Yes, +3/xx/+xx = +xx
Disable Device (Dex)/No/xx/+xx = +xx * #
Disguise (Cha)/No/1/+xx = +xx
xxxxEscape Artist (Dex)/No/1/+3 = +4 *
Fly (Dex)/No/xx/+xx = +xx *
Handle Animal (Cha)/Yes, +3/xx/+xx = +xx #
xxxxHeal (Wis)/Yes, +3/1/+3= +7
xxxxIntimidate (Cha)/Yes, +3/1/+0 = +4
Knowledge (engineering)(Int)/Yes, +3/xx/+xx = +xx #
Knowledge (religion)(Int)/Yes, +3/xx/+xx = +xx #
Knowledge (others) (Int)/No/xx/+xx = +xx #
Linguistics (Int)/No/xx/+xx = +x #
xxxxPerception (Wis)/No/1/+3 = +4
Perform (Cha) /No/xx/+xx = +xx
Profession (Int) /Yes, +3/xx/+xx = +xx #
Ride (Dex)/Yes, +3/xx/+xx= +xx *
xxxxSense Motive (Wis)/Yes, +3/1/3 = +7
Sleight of Hand (Dex)/No/xx/+xx= +xx * #
Spellcraft (Int)/Yes, +3/xx/+xx = +xx #
xxxxStealth (Dex)/No/1/+x3 = +4 *
xxxxSurvival (Wis)/Yes, +3/1/+3 = +7
Swim (Str)/Yes, +3/xx/+xx = +xx
Use Magic Device (Cha)/No/xx/+xx = +xx #

TRAITS :

Reactionary: Benefit: You gain a +2 trait bonus on initiative checks.
Anatomist: Benefit: You gain a +1 trait bonus on all rolls made to confirm critical hits.

Languages: Common.

CLASS ABILITIES

Weapon and Armor Proficiencies:

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 (Divine):

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:

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.

Sacred Weapon:
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.

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.

Fervor:

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. 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.

Blessings Known:

Repose: Gentle Rest (minor): At 1st level, you can fill a living creature with lethargy by hitting it with a melee touch attack, causing it to become staggered for 1 round. If the target is already staggered, it falls asleep for 1 round instead. An undead creature that's touched is staggered for a number of rounds equal to your Wisdom modifier (minimum 1).

Knowledge: Lore Keeper (minor): At 1st level, you can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if your result on the appropriate Knowledge skill check were equal to 15 + your warpriest level + your Wisdom modifier.

GEAR:

Weapons:
Master Work Kukri x2, 1d4, 18-20 x2, 2 lbs. 408 gp (one free)

(4 lbs., 408 gp)

Armor:
Agile Breastplate, Armor Bonus + 6, Max Dex, +3, ACP -4*, ASF 25%, 20 ft movement. 400 gp, 25 lbs.
Buckler, AC Bonus +1, Max Dex -, ACP -1, ASF 5%, 5 gp, 5 lbs.
* Climb and Jump ACP = -1

(30 lbs, 405 gp)

Skill Equipment:

Magic Miscellaneous:

Mundane Miscellaneous
Trail Rations x2, 2 lbs., 1 gp
(2 lbs., 1gp)

Total equipment cost: xx spent. (of xx starting funds)
Weapons xx gp., Armor xx gp., Magic Misc. xx gp, Mundane Misc. 7 gp.,
Remaining Gold
Weight: xx lbs
Weapons xx lbs., Armor xx lbs., Misc. xx lbs.,

Capacity: light: xx lbs. or less Medium: xx lbs. Heavy: xx0 lbs.