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About Brother LaurenceA principled (if slightly touched) holy warrior, dedicated to bringing about the "right" version of the End Times. Description:
Brother Laurence is tall and surprisingly broad-shouldered considering his lankiness, with pointed ears and a recognizably elven brow. His dirty blond hair is grizzled and flecked with gray hairs that are receding from his high forehead-- and while he does not have a beard, he has a perpetual scruff that looks like he needs a shave all the same. His eyes have a crazed quality that make him look constantly alert. He carries a sword with a curved blade like a crescent, and wears spiked full plate armor and a round metal shield that is painted with the image of a skull-faced moon. The skull somehow looks benevolent rather than scary. Background:
Laurence grew up as a mismatched half-breed, neither elf nor human but a cruel mixture of both, a source of shame in rural Ustalav, and so he came to live on his own in Carrion Hill. He has had visions of an old man with a staff instructing him beneath a grinning skull-faced moon describing the end of the world-- and he fervently believes this destruction is a good thing, for it is an act of Final Judgment, the last gasp of the Quick and the Dead before they go to their afterlives once and for all. He has written down this gospel in a book to which he regularly adds, titled The Great Flood, Fire, and Holy Brimstone, and he encourages those few who listen to him to repent their wicked acts and to do good for their community while there is still time. Name: Brother Laurence
Str 14 (+2), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 15+2[racial]+1[4th] (+4), Cha 7 (-2) HP 38 (5d8[8+5+5+5+5]+10[CON]) AC 23 (10+2[DEX]+9[armor]+1[deflection]+1[shield])
Initiative +12 (+2[DEX]+4[feat]+4[racial]+2[trait]) Speed 20' (heavy armor) Fortitude +7 (+4[base]+2[CON]+1[resistance])
BAB +3
Weapons and armor
light flail: +5 attack (+3[BAB]+2[STR]), 1d8+2 bludgeoning damage (1d8+2[STR]), 20/x2 critical spiked armor: +5 attack (+3[BAB]+2[STR]), 1d6+2 piercing damage (1d6+2[STR]), 20/x2 critical +1 o-yoroi armor (attuned): +9 AC (+8[armor]+1[enhancement]), max Dex +2, ACP -6 light steel shield: +1 AC (+1[shield]), ACP -1 Half-Elf Ancestral Arms, Elf Blood (counts as elf), Elven Immunities (+2 enchantment, immune to sleep/paralysis), Fey Thoughts [Acrobatics, Perception], Mismatched (+4 initiative, -2 Reflex) Favored class bonus (Warpriest) +5/6 bonus warpriest feat Traits Fate's Favored (Faith, increase luck bonuses by 1), Twitchy (Campaign, +2 initiative/+1 Reflex) Feats Ability Focus (calamity), Combat Reflexes, Exotic Weapon Proficiency* (falcata), Improved Initiative Skills Acrobatics 3+5*, Climb 1+5*, Lore (Carrion Hill) 5+4, Lore (Ustalavic cults) 5+4, Perception 5+7, Sense Motive 5+7, Swim 1+5*; ACP -6* Languages Aklo, Common, Elven Warpriest (Calamity Caller) 5 CL 5, spells 4/4/2, aura (chaotic), blessings (Destruction, Wildfire), calamity 3d6 (DC 18), catastrophic blessing, channel energy (positive), enhanced calamity 2/day, fervor 2d6, spontaneous spells (cure) Calamity (Su):
As a standard action, a calamity caller can cause a 5-foot square within 30 feet to suffer a calamity. A calamity deals 1d6 damage plus an additional 1d6 damage for every 2 warpriest levels he has beyond 1st to creatures within that square. The type of calamity determines what type of damage the calamity deals (see below). An affected creature can attempt a saving throw to reduce this damage by half (DC = 10 + half the calamity caller’s warpriest level + the calamity caller’s Wisdom modifier); the type of save is determined by the calamity. The calamity caller can use this ability at will.
At 4th level, a calamity caller can create an enhanced calamity when he uses this ability. An enhanced calamity deals twice the calamity’s normal damage; in addition, a creature that fails its save suffers an additional effect (see below). At 8th level and again at 12th level and 16th level, effects created by an enhanced calamity that last for 1 or more rounds persist for 1 additional round. The calamity caller can create an enhanced calamity once per day for every 2 warpriest levels he has. A creature must take damage from the calamity to suffer these additional effects. The calamities available to calamity callers, the type of damage they deal, the saving throw to resist the damage, and the secondary effect they cause when enhanced, are listed below. Acid Rain: A brief rain shower deals acid damage to the target square, with a Fortitude save for half damage. A creature that fails its save against enhanced acid rain continues to dissolve for 1 round, automatically taking half the original damage. Blizzard: Hail deals cold damage to the target square, with a Fortitude save for half damage. A creature that fails its save against an enhanced blizzard is blinded for 1 round. Deadfall: A tree branch, stone boulder, or other heavy object falls on the target square. A deadfall deals bludgeoning damage, with a Reflex save for half damage. A creature that fails its save against an enhanced deadfall is knocked prone; at 12th level, the target is also confused for 1 round. Flash Flood: A brief surge of stormy water deals bludgeoning damage to the target square, with a Reflex save for half damage. An enhanced flash flood does not cause additional effects; instead, an enhanced flash flood targets creatures in a 5-foot radius. At 12th level, the area increases to a 10-foot radius; at 16th level, the area increases to a 15-foot radius. Lightning Strike: A bolt of lightning deals electricity damage to the target square, with a Reflex save for half damage. A creature that fails its save against an enhanced lightning strike is staggered for 1 round by electrical impulses. Thorny Vines: Vines covered with thick thorns wrap around the target square. The thorny vines deal piercing damage, with a Reflex save for half damage. A creature that fails its save against enhanced thorny vines is entangled for 1 round. Volcanic Rift: A magmatic rift emits a plume of fire into the air, dealing fire damage to the target square, with a Fortitude save for half damage. An enhanced volcanic rift also emits poisonous and corrosive gases; a creature that fails its save against the enhanced volcanic rift is sickened for 1 round. This replaces focus weapon, sacred weapon, and bonus feats. Warpriest Blessings
Leaping Flames (minor): You touch an ally to bless it with the speed of a wildfire for 1 minute. The ally gains a +10-foot enhancement bonus to its base speed, and the ally gains a +1 dodge bonus to its AC against attacks of opportunity. Warpriest Spells (prepared)
Equipment armor spikes (50 gp), guided falcata (2,318 gp), journal (10 gp), light flail (8 gp), light steel shield (9 gp), monk's outfit (free), o-yoroi armor (1,700 gp), pen and ink (8.1 gp), scroll of protection from evil x2 (2/2 uses, 50 gp), scroll of remove fear (1/1 uses, 25 gp), wand of cure light wounds x2 (communal, 100/100 uses, 300 gp), wand of divine favor (49/50 uses, 750 gp), warpriest's kit (20 gp, canteen instead of waterskin, iron holy symbol, no holy text; rations 5/5, torches 10/10), 1.9 gp remaining |