Bobby Brommel's page

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About Bobby Brommel

Robert "Bobby" Brommel CR 9

Male Human Warpriest (Cult Leader) 9
Chaotic Neutral Medium Humanoid (Human)
21 Year Old, Brown eyed, Brown haired, Matey of Besmara
5'11" Tall and 220 Pounds
Init +8; Senses Perception +12
Aura Strong Aura of Chaos

DEFENSE

Armor Class X, touch X, flat-footed X
(armor, deflection, Dex, natural, size, etc. alphabetical)
Hit Points 66 (9d8+18)
Fortitude +8, Reflex +9, Will +9
Damage Reduction Defensive Abilities all defensive abilities except the following, listed alphabetically Immune type; Resist type amount

OFFENSE

Speed 30 feet/move
Melee Rapier +x ()
Ranged type +X (XdX+X) and
type +X (XdX+X)
Space 5 feet; Reach 5 feet

Warpriest Spells Prepared (CL 8th):
3rd - x, y, z
2nd - Defending Bone, Delay Poison, [/i], [i], x
1st - Divine Favor x2, Liberating Command,Shield of Faith x2
0th - Detect Magic, Guidence, [/i], [i], [/i]

STATISTICS

Str 13, Dex 22, Con 14, Int 11, Wis 16, Cha 7
BAB +6; CMB +7 (+11 using weapon) CMD 23
Feats Fencing Grace, Improved Two Weapon Fighting, Power Attack, Two Weapon Fighting, Weapon Finesse, Weapon Focus (Rapier), Weapon Specilization (Rapier), Improved Critical (Rapier)
Traits Fate's Favored, Reactionary
Skills Acrobatics + , Appraise + , Bluff + , Climb + , Craft (General) + , Diplomacy + , Disable Device + , Disguise + , Escape Artist + , Fly + , Handle Animal + , Heal + , Intimidate + , Knowledge (Arcana) + , Knowledge (Dungeoneering) + , Knowledge (Engineering) + , Knowledge (Geography) + , Knowledge (History) + , Knowledge (Local) + , Knowledge (Nature) + , Knowledge (Nobility) + , Knowledge (Planes) + , Knowledge (Religion) + , Linguistics + , Perception + , Perform + , Profession + , Ride + , Sense Motive + , Sleight of Hand + , Spellcraft + , Stealth + , Survival + , Swim + , Use Magic Device + .
Class Skill Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Heal, Intimidate, Knowledge (Local), Knowledge (Religion), Perception, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth
Favored Class Bonus Warpriest Alternate Favored Class Bonus +1/6th of a feat x7
Languages Taldane
SQ add all special qualities here, listed alphabetically
Combat GearJingasa of the Fortunate Solider; Other Gear Headband of Inspired Wisdom +2
Proficiencies

CLASS FEATURES, FEATS, AND SPECIAL ABILITIES

Blessings (Trickery and x) (Su) - Bobby has two blessings which each grant a minor power at 1st level and a major power at 10th level. He can call upon the power of his blessings 7 times per day (in any combination). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC when applicable is 17.

[i]Double (minor) - As a move action Bobby can create an illusory double of himself. This double functions as a single mirror image, and lasts for 7 rounds, or until the illusory duplicate is dispelled or destroyed. He can have no more than one double at a time. This ability doesn't stack with the mirror image spell.
[i][/i]

Enthrall (Sp) - Bobby can cast enthrall. Using this ability consumes two uses of his fervor ability.

Fervor - Bobby can draw upon Besmara's blessing to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. He can use this ability 7 times per day. By expending one use of this ability, he can touch a creature to heal it of 3d6 points of damage. Using this ability is a standard action (unless the warpriest targets himself, in which case it's a swift action). Alternatively, Bobby 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.

As a swift action, Bobby 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 Bobby, 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. Bobby does not need to have a free hand to cast a spell in this way.

Sacred Armor (Su) - Bobby has the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. He can use this ability for 8 minutes per day. 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. Bobby 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.

Sacred Weapon +2 - Rapiers wielded by Bobby are charged with the power of his faith. Whenever Bobby hits with a rapier it deals 1d8 damage instead of its normal 1d6. He 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. This increase in damage does not affect any other aspect of the weapon.

Bobby also has the ability to enhance one of his Rapiers with divine power as a swift action. This power grants the weapon a +2 enhancement bonus. If Bobby has more than one sacred weapon, he can enhance another on the following round by using another swift action. He can use this ability for 8 rounds per day, they do not need to be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. Bobby can enhance a weapon with any of the following weapon special abilities: anarchic, brilliant energy, defending, disruption, flaming, frost, keen, shock, and vicious. 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 Bobby's possession. This ability can be ended as a free action at the start of Bobby's turn (that round does not count against the total duration, unless the ability is resumed during the same round).

Sneak Attack - If Bobby can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for 2d6 extra damage.

Bobby's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the he flanks his target. Should Bobby score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), Bobby can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

Bobby must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Note: The Curse of Lady's Light is here. Voice in the Void is on Jorgar. The Drowned Level and Level 6 is on character 20.