The Expansionist

Bankanor Dordukan's page

55 posts. Alias of Rostam.


Full Name

Bankanor Dordukan

Race

Goatman Fervor 1/3 SB 2/3 SWB 4/4

Classes/Levels

Forgepriest 4 | HP 32/32| AC 19| T 12| FF 17|Fort +5, Ref +4, Will +6| CMB +7; CMD 19| Init+2| Perc +8|

Gender

Male

Size

Medium

Alignment

NG

Strength 18
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 13
Charisma 7

About Bankanor Dordukan

General World View

Bankanor is a crusty fellow, not happy around people in general he gets along with few of them, though though he calls friend know that he will do anything for them.

Background

Born of the Darkwood Clan, Bankanor grew into worship of Zurial as if it was meant to be. He became a devout follower, loving the hunt and finding great pleasure in watching predators stalk their prey. This grew into his worship of Zurial, and he eventually became able to summon creatures to aid him in his hunts.

During much of is free time, Bankanor was also enraptured by the patterns iron and steel made while they were hammered, folded, sharpened and, honed. He eventually learned to forge rudimentary weapons and used his craftsmanship as another means of worshiping Zurial.

After years of this, Bankanor decided it was time for him to leave his clan, and venture out to better learn of himself. He traveled for a time as a mercenary, invaluable due to his ability call upon Zurial's power to aid him in battle.

Eventually, Bankanor found himself with a group of people he found he liked, more or less. And liking these people, he is sitting in a tavern arguing over what their groups name shall be...

Statistics:

Male Goatman Forgepriest Warpriest
NG Medium Humanoid (Goatman)
XP 250/1300
Init +2; Senses Perception
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DEFENSE
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AC 19, touch 12, flat-footed 17 (+6 Armour, +2 Dex, +1 enhancement)

hp 32 (4d8+4)

Fort +5, Ref +4, Will +6
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OFFENSE
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Speed 30 ft.

Melee +1 Bardiche +9[1d10+7 19-20/x2] or Longsword +7 [1d8+4 19-20/x2] or Morningstar +7 [1d8+4 /x2] or Dagger +7[1d4+4 19-20/x2]

Ranged sling +5 [1d4+4 /x2] 50 ft or Dagger +5 [1d4+4 19-20/x2] 10ft
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STATISTICS
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Str 18, Dex 14, Con 10, Int 14, Wis 13, Cha 7
Base Atk +3; CMB +7; CMD 19


Feats and Traits:

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Traits
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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.

Fate's Favored: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

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Feats
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L1 - Power Attack
L1 -Summon Good Monster
L1B - Weapon Focus(Bardiche)
L3 - Sacred Summons
L3B - Craft Magic Arms and Armor


Skills:

Skills (8 class, 8 int, 0 favored class bonus)

ACP -4

Acrobatics* +1 = DEX 2+0+0
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Appraise +1 = INT 2+0+0
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Bluff +2 = CHA -2+0+0
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Climb†* +3 = STR 4+0+0
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Craft†(Weapons) +6 = INT 2+1+3
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Diplomacy† +6 = CHA -2+0+0
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Disable Device* +1 = DEX 2+0+0
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Disguise +2 = CHA -2+0+0
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Escape Artist* +1 = DEX 2+0+0
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Fly* +1 = DEX 2+0+0
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Handle Animal† +2 = CHA -2+0+0
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Heal† +8 = WIS 1+4+3
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Intimidate† +4 = CHA -2+0+0
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K (Arcana) +1 = INT 2+0+0
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K (Dungeoneering) +6 = INT 2+0+0
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K (Engineering)† +1 = INT 2+0+0
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K (Geography) +3 = INT 2+0+0
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K (History) +1 = INT 2+0+0
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K (Local) +1 = INT 2+0+0
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K (Nature) +1 = INT 2+0+0
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K (Nobility) +5 = INT 2+0+0
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K (Planes) +1 = INT 2+0+0
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K (Religion)† +9 = INT 2+4+3
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Linguistics +1 = INT 2+0+0
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Perception† +8 = WIS 1+3+3+1
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Perform() +2 = CHA -2+0+0
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Profession†() +1 = WIS 1+0+0
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Ride† +1 = DEX 2+0+0
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Sense Motive† +1 = WIS 1+0+0
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Sleight of Hand* +1 = DEX 2+0+0
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Spellcraft† +9 = INT 2+4+3
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Stealth* +1 = DEX 2+0+0
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Survival† +1 = WIS 1+0+0
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Swim†* +3 = STR 4+0+0
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Use Magic Device +2 = CHA -2+0+0
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*ACP applies to these skills
† Class Skills
Non-Standard Skill Bonuses


Languages:

Languages Common, Goatman, Celestial

Racial Abilities:

Nimble hooves- ignore difficult terrain and + 4 to acrobatics checks to jump

Natural scavenger - +2 on survival checks to find food. Also + 2 on fortitude saves made when eating bad food or investing poison.

Clan anger- when an ally goatman enters rage within 30 feet you gain 2 temporary rounds of rage that last for one minute. These rounds are used up first.

Orc hunter - you gain +2 to hit and +2 damage against orcs, and +1 against half orcs


Special Abilities:

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SPECIAL ABILITIES
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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: A forgepriest selects only one blessing. This ability alters the blessings class feature.

Strength Blessing
Strength Surge (minor): At 1st level, as a swift action you can focus your own strength. You gain an enhancement bonus equal to 1/2 your warpriest level (minimum +1) on melee attack rolls, combat maneuver checks that rely on Strength, Strength-based skill checks, and Strength checks for 1 round.

Strength of Will (major): At 10th level, as a swift action you can ignore the movement penalties caused by wearing medium or heavy armor or by carrying a medium or heavy load. This effect lasts for 1 minute. During this time, you can add your Strength modifier on saving throws against effects that would cause you to become entangled, staggered, or paralyzed.

Sacred Weapon (Su): 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 given on the table above; 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 decision 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 deal only 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 ability 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 don't need to be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon to have any of the following special abilities: brilliant energy, defending, disruption, flaming, frost, keen, or shock. In addition, if the warpriest is chaotic, he can also add anarchic or vicious. If he is evil, he can also add mighty cleaving or unholy. If he is good, he can also add ghost touch or holy. If he is lawful, he can also add axiomatic or merciful. If he is neutral (with no other alignment components), he can also add spell storing or thundering. Adding any of these special abilities consumes an amount of enhancement bonus equal to the special ability's base price modifier (see Table 15–9 on page 469 of the Core Rulebook). Duplicate special abilities don't stack. The weapon must have at least a +1 enhancement bonus before any 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 benefits 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.

Smith's Spells: A forgepriest adds the following spells to his spell list: 1st—jury rig, shield; 2nd—heat metal, shatter; 3rd—keen edge, quench, versatile weapon; 4th—wreath of blades; 5th—fabricate, major creation; 6th—mage's sword.

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 prepared spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with "inflict" in its name.

A warpriest who 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).

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.

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.

Forge Mastery (Ex): A 2nd level, the forgepriest adds a bonus equal to half his level to all Craft checks to make metal items, armor, and weapons.

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 fervor, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage + an additional 1d6 points for every 3 warpriest levels he possesses beyond 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 use of fervor 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 use of fervor 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 fervor 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 don't require somatic components and do not provoke attacks of opportunity.

Bonus Feats: 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 categorized 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 racial 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.

Bonus Feats: A forgepriest can select item creation feats in addition to combat feats when he gains a bonus feat. This ability alters bonus feats.

Craft Magic Arms and Armor At 3rd level, a forgepriest gains Craft Magic Arms and Armor as a bonus feat. This ability replaces the bonus feat gained at 3rd level.

Creator's Bond (Su): At 4th level, when a forgepriest uses his sacred weapon ability with an item he created personally, he can expend two uses of fervor to increase the bonus granted by 1. Once the forgepriest has the sacred armor ability, he can also use this ability in conjunction with that. This ability replaces channel energy.

Spells:

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Know all Cleric spells, need to prep every morning as per #/day.

Prepared

0 Level [4/day] - Read Magic, Detect Magic, Create Water, Light
1 Level [4/day] - Divine Favour, Divine Favour, Shield, Shield of Faith
2 Level [1/day] - Aid

Short List

0 Level - Read Magic, Detect Magic, Create Water, Light
1 Level - Divine Favour, Protection From X, Endure Elements, Shield of Faith, Shield
2 Level - Weapon of Awe, Lesser Restoration, Resist Energy, Grace, Augury, Aid, Align Weapon

Gear/Possessions:

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GEAR/POSSESSIONS
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Money
Gold: 1 Silver: 70 Copper:

Carrying Capacity
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Equipment [Total Weight = 101 lbs]

+1 Chainmail [40 lbs]
Cloak Of Resistance +1 [1 lbs]
+1 Bardiche [14 lbs]
Longsword[4 lbs]
Morningstar [6lbs]
Dagger x 2 [2 lbs]
Sling Bullets x 10 [5 lbs] [pouch on right hip]
Silver Holy Symbol (on neck tie) [1 lb]
Iron Holy Symbol (In pocket) [1 lb]

Backpack [2 lbs]

-mess kit [1 lb]
-waterskin [4lbs]
-flint and steel [0 lbs]
-Bedroll [5 lbs]
-Rope, 50 ft x 2 [10 lbs]
-trail rations x 10 [5 lbs]

Bandolier [Left Shoulder to right hip]

-Wand of CLW (39 charges)
-Alchemist Fire x 4

Swifts:

Sacred Weapon Bonus [4 rounds/day] +1 or can add : brilliant energy, defending, disruption,flaming, frost, keen, or shock. Or  ghost touch or holy or  axiomatic or merciful

Strength Blessing[3 /day] – Add 1/2 Warpriest Level to melee attack rolls, combat maneuver checks that rely on Strength, Strength-based skill checks, and Strength checks for 1 round.

Fervor[3/day] – Heal self 1d6 + 1d6/3 levels beyond 2nd or swift action cast a spell targetting my self

Creators Bond – can expend 2 uses of Fervor to add 1 to Sacred Weapon Bonus with weapon I have created