Calesha Durothil's page

No posts. Alias of Monkeygod.


Sun Elf


Inquisitor 2/Warpriest 6/Phoenix Champion 3








Neutral Good


Corellon Larethian


Common, Celestial, Daemonic, Draconic, Drow, Drow Sign Language, Elven, Infernal, Sylvan.

Strength 14
Dexterity 18
Constitution 12
Intelligence 18
Wisdom 20
Charisma 21

About Calesha Durothil

Basic Info:
Initiative+10, Senses Perception+27, low-light vision, Darkvision 60'

AC 20(+5 Armor, +4 Dex, +1 deflection) , Touch , Flat-Footed

HP 98

Fort+11, Ref+8, Will +13

Speed 30ft

Melee +13/+8 Holy Longsword (1d8+5+2d6/19-20x2)

Melee: Redethemar +12/+7(1d12+4+1d6 electricity/x3 +2d10 electricity)

Ranged Delimbiyra’s Shining Bow +17/+12 (1d8+9/19-20x3)

Special Attacks: Blessings(5/day), Channel Energy, Fervor 2d6(6/day), Sacred Weapon.

Base Attack+8 CMB+10, CMD 24

Feats Breadth of Experience, Corellon’s Blessing, Discipline Focus(Solar Flare), Precise Shot, Two Weapon Fighting, Weapon of the Chosen, Weapon Focus(Longbow, b), Weapon Specialization(Longbow, b).

Traits: Elven Reflexes, Influence.

Alternate Racial Traits:

Perfect: The eerie beauty of some elves cannot be denied. Elves with this racial trait receive a +1 racial bonus on Bluff and Diplomacy checks against humanoids and a +2 racial bonus on saving throws against transmutation spells and spell-like effects. This racial trait replaces elven immunities.

Skills Bluff+19, Diplomacy+44, Intimidate+18, Knowledge(Arcana)+13, Knowledge(Planes)+13, Knowledge(Religion)+20, Perception+27, Sense Motive+18, Spellcraft+17, Stealth+10, Survival+16.

Background Skills: Linguistics+12, Knowledge(History)+12, Knowledge(Nobility)+18, Lore(Myth Drannor)+14, Perform(Oratory)+15.


Warpriest spells per day 0:5, 1:4, 2:4


Maneuvers Known(7): Blazing Crane's Wing(b), Decree of Death(b), Decree of Mercy(c), Exorcism Strike(s), Intercepting Shade(c), Lifeburst Strike(s), Solar Lance(s).

Maneuvers Readied(4/2):

Stances Known(3): Spoilers of War, Stance of Piercing Rays, Stance of the Silver Crane.


Path Abilities: Display of Charisma, Distant Barrage, Hard to Kill, Mythic Power 5/day, Surge +1d6

Feats Weapon of the Chosen.

Class Features:

Blessings (Su): A warpriest's deity influences his alignment, the 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 blessing. If a warpriest isn't devoted to a particular deity, he selects two blessings to represent his spiritual inclinations and abilities, subject to GM discretion. The restriction on alignment blessings still applies.

Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon 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 of 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 he chooses must match the domains selected by that class. Subject to GM discretion, the warpriest can change his previously selected blessings or domains to make all of them conform. Warpriest blessings are described at the end of this class entry.

Blinding Strike (minor): At 1st level, you can create a flash of sunlight in the eyes of one of your opponents. The target is blinded for 1 round. If it succeeds at a Reflex saving throw, it's instead dazzled for 1 round. Creatures with light blindness or light sensitivity take a –4 penalty on this saving throw. This is a light effect. Sightless creatures are unaffected by this ability.

War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. Each round at the start of its turn, it can select one of the following bonuses: +10 feet to base land speed, a +1 dodge bonus to AC, a +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.

Burning Bow (Su): Starting at first level, a phoenix champion deals an additional 1d6 points of fire damage on any ranged attack he makes as part of a maneuver. This stacks with the flaming weapon special ability and similar effects.

Channel Energy (Su): At 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used for healing or to deal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of the warpriest's fervor and doesn't provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability.

A good warpriest (or one who worships a good deity) channels positive energy and can choose either to heal living creatures or to deal damage to undead creatures. An evil warpriest (or one who worships an evil deity) channels negative energy and can choose to either deal damage to living creatures or heal undead creatures. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.

Channeling energy affects all creatures of the chosen type (either undead or living) in a 30-foot-radius burst centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. A creature that takes damage from channeled energy can attempt a Will saving throw to halve the damage. The save DC is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier. A creature healed by channeled energy cannot exceed its maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.

Eye of the Heavens (Su): Phoenix champions lead the light into the darkest places of the world, and their vision can pierce even the most opaque shadows. At 2nd level, a phoenix champion gains darkvision with a range of 60 feet. If he already has darkvision, the range of his darkvision instead increases by 30 feet. At 5th level, the phoenix champion gains blindsense with a range of 30 feet, and at 8th level, he gains the effects of the true seeing spell out to a distance of 60 feet at all times.

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.

Phoenix Wing Strike (Su): At 3rd level, a phoenix champion learns the first of his order’s secret maneuvers, the phoenix wing strike. The phoenix champion can expend a readied strike of any level as a standard action to use this ability. When he does so, he creates a 30-foot cone of mystical fire and light that deals 1d6 points of damage per initiator level to any creature caught within the area. Half of this damage is fire damage and the other half is sacred damage. Creatures caught within the blast can make a Reflex save (DC 10 + 1/2 the phoenix champion’s initiator level + the phoenix champion’s highest initiation modifier) to take half damage. This ability is considered to be a 5th-level strike of the Silver Crane, Solar Wind, and Tempest Gale disciplines. Once the phoenix champion has used this ability, he cannot use it again until he recovers his maneuvers.

At 6th level, the phoenix champion further unlocks the power of his order. When he expends a Silver Crane, Solar Wind, or Tempest Gale maneuver to use his Phoenix Wing Strike, he applies one of the following effects to the blast:

• Silver Crane: One ally within 30 feet of the phoenix champion is healed a number of hit points equal to 1/2 the damage roll of the blast. If that ally is within the area of the blast, they do not take damage from it.

• Solar Wind: Any creature that fails its save is also blinded for one round.

• Tempest Gale: The phoenix champion makes trip attempt against each creature that fails its save. He makes a single combat maneuver check with a sacred bonus equal to his initiation modifier and compares it to the CMDs of an affected creature. These combat maneuver attempts do not provoke attacks of opportunity.

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.

War Domain

Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.

Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.

Arrows of Dragon Slaying x2, Bane Baldric, Bracers of Falcon's Aim, Boots of the Winterlands, Circlet of Persuasion, Endless Bandolier, Efficient Quiver, Eyes of the Eagle, Glorious Gorget, Wand of Cure Serious(CL 9), Wand of Cure Critical(CL 11), +3 longsword, +1 mithral chain shirt, ring of protection+1.


This axe has the statistics of a greataxe, but is treated as battleaxe in terms of weight and ease of use. Additionally, it has the magical properties of a Sun Blade. Finally, when the wielder scores a critical hit with it, allies within 10ft gain the benefit of a bless spell for a number of rounds equal to the wielder's wisdom modifier(+4 for Calesha). Gains the shocking burst property after being submerged in the leyline pool. 3/day Call Lightning, 3d10. Half is divine, this affects all electricity damage. Acts as a divine icon for my authority, and will always have access to my divine abilities, regardless of where I go. Also gains the disruption property and can now cast dismissal 3/day.