Chaleb Sazomal

Cavasin the Gray's page

57 posts. Organized Play character for zebeev.


Full Name

Cavasin Pendrith

Race

| HP: 18/18 | AC: 20 (11 Tch, 19 Fl) | CMB: +5, CMD: 16 | F: +4, R: +1, W: +5 | Init: +1 | Perc: +2

Classes/Levels

| Speed 20' | morningstar +4, sling +0 | Spells: 1st 3/3 | Active conditions: none.

Gender

Male NG Human Warpriest of Pharasma (Healing, Water) 2

Size

Medium

Age

Adult

Alignment

NG

Deity

Pharasma

Languages

Common

Strength 18
Dexterity 12
Constitution 12
Intelligence 11
Wisdom 14
Charisma 10

About Cavasin the Gray

Male human warpriest 2
NG Medium humanoid (human)
Init +1; Senses Perception +2

DEFENSE
AC 20, touch 11, flat-footed 19 (+5 armor, +1 Dex, +4 shield)
hp 18 (2d8+4)
Fort +4, Ref +1, Will +5

OFFENSE
Speed 20 ft.
(-2 to attacks due to wielding tower shield calculated in bonus)
Melee morningstar +4  (1d8+4 B,P)
Melee longsword +3 (1d8+4 S / 19-20)
Ranged sling +0 (1d4+4 B)
Space 5 ft.; Reach[/b] 5 ft.
Special Attacks sacred weapon

STATISTICS
Str 18, Dex 12, Con 12, Int 11, Wis 14, Cha 10
Base Atk +1; CMB +5; CMD 16
Feats Saving Shield, Tower Shield Proficiency, Weapon Focus (Morningstar)
Skills Acrobatics -13 , Acrobatics (Jump) -17 , Climb -10 , Diplomacy +5 (1 rank) , Escape Artist -13 , Fly -13 , Heal (1 rank) +6 , Knowledge (Religion) (2 ranks) +5 , Ride -13 , Sense Motive (1 rank) +6 , Spellcraft (1 rank) +4 , Stealth -13 , Swim -10
Languages Common
SQ aura, blessings, bonus feat, bonus languages, focus weapon, ice strike, orisons, powerful healer, skilled, spontaneous casting, weapon and armor proficiency
Gear scale mail morningsta, longsword, sling, bullets (20), vestments (cleric's), shield (tower), paladin's kit, 35gp, 8sp

SPECIAL ABILITIES:

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 (Su) You can call upon the power of your blessings 3 times per day. The DC for these blessings is 12
Bonus Feat Humans select one extra feat at 1st level.
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.
Ease of Faith Your mentor, the person who invested your faith in you from an early age, took steps to ensure you understood that what powers your divine magic is no different from that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
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 3 times per day. 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. 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 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 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.
Focus Weapon At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity's favored weapon).
Focus Weapon (Morningstar)
Healing Blessing
Ice Strike (Su) You can touch one weapon and enhance it with the power of water. For 1 minute, this weapon glows with a blue-white chill and deals an additional 1d4 points of cold damage with each strike. This additional damage doesn't stack with the additional damage from the frost or icy burst weapon special abilities.
Orisons Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table 1-14. These spells are cast as any other spell, but aren't expended when cast and can be used again.
Powerful Healer (Su) You can add power to a cure spell as you cast it. As a swift action, you can treat any cure spell as if it were empowered (as the Empower Spell feat), causing it to heal 50% more damage (or deal 50% more damage if used against undead). This ability doesn't stack with itself or the Empower Spell feat.
Sacred Weapon (Su) Sacred weapons (including his deities favored weapon and all weapons with Weapon Focus) can do base 1d6 damage instead of the weapons normal base damage. 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 D. 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.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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
Undead Slayer (Pharasma) Instructed at a young age in the tenets of the faith of Pharasma, you view the undead as abominations that must be destroyed, so their souls can journey beyond to be judged. You gain a +1 trait bonus on weapon damage against undead.
Water Blessing
Weapon and Armor Proficiency 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.
Paladin's Kit: This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.

Stat Profile:

STR 18: Can break objects like wood with bare hands
DEX 12: Able to often hit large targets at a distance
CON 12: Can take a few hits before being knocked unconscious
INT 11: Knows what they need to know to get by
WIS 14: Can get hunches about a situation that doesn’t feel right
CHA 10: Understands most conventions of social interactions and acts relatively acceptably in social circumstances