Irabeth Tirabade

Chantilly Bralinni's page

72 posts. Alias of David James Olsen.


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

About Chantilly Bralinni

Resources
Current AC - 21
Current HPs - 43
Channel Energy (2d6) - Used 0/4
Sacred Weapon (+1 Bonus) - Used 0/4 Rounds
Glories (Glory and Strength) - Used 0/5 (Save DC 14)
Effects None

Chantilly Bralinni
CG Female Half-Orc Warpriest of Gorum 5
Speed 20'

Stats:

Initiative +0
HP 43 (28+10Con+5FC) Current HP 43
AC 21 (+10 Armor, +1 Def) FF21 T12
Speed 20
Fort 7 Ref 2 Will 7
BAB 3 CMB 7 CMD 19

Melee +1 greatsword +9 (2d6+6/19-20x2)
PA +1 greatsword +8 (1d6+9/19-20x2)

Range mw Composite Longbow (+4 Str) +4 (1d8+4)

Languages Common


Skills:
2 Skill Points/Level (10 Total)

Knowledge (religion) 8 (5+3CS+0Int)
Intimiate 11 (5+3CS+1Wis+2Race)


Feats and Traits:

Traits

Tusked Huge, sharp tusks bulge from your mouth, and you receive a bite attack (1d4 damage for Medium characters). If used as part of a full attack action, the bite attack is made at your full base attack bonus –5.

Linebreaker (Region) Growing up along the border between Belkzen and Lastwall has taught you how to storm human battle lines and quickly overwhelm them. When charging, add 10 feet to your base speed.

Feats
Level 1 Bonus Weapon Focus (Great Sword)
Level 1 Blood Vengeance (Rage +2 Str and +2 Con when Ally Falls for 4 Rounds)
War Priest 1 Spiked Destroyer (Attack with swift action with Armor Spikes when Overrun or bull rush)
War Priest 3 Power Attack (-1 to hit, +3 Dam)
Level 3 Improved Overrun (+2 to Overrun, opp can't avoid)
Level 5 Charge Through (Can overrun during charge)


Class/Racial Abilities:

Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Offense Racial Traits

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Senses Racial Traits

Darkvision: Half-orcs can see in the dark up to 60 feet.

Other Racial Traits

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Weapon and Armor Proficiencies: Chantilly is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (except tower shields)

Spells: A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, may restrict him from casting certain spells opposed to his moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A warpriest must choose and prepare his spells in advance.

A warpriest’s highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher.

To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell level. The saving throw DC against a warpriest’s spell is 10 + the spell level + the warpriest’s Wisdom modifier.

Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–13. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1–3 in the Core Rulebook).
Warpriests meditate or pray for their spells. Each warpriest must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Blessings (Su): A warpriest’s deity influences his alignment, what 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 domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of 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 a blessing, it counts against his daily limit. The DC for any of these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.

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 in order to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its
name.

Channel Energy (Su): 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 to cause or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that does not 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 to heal living creatures or to deal damage to undead creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he selected to spontaneously cast cure spells or negative energy if he selected to spontaneously cast inflict spells.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to 1d6 at 2nd level, increasing by 1d6 at every 3 levels after 2nd (to a maximum of 7d6 at 20th level). Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage (DC = 10 + 1/2 the warpriest’s level + the warpriest’s Charisma modif ier). Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect. A warpriest may channel energy a number of times per day equal to 3 + his Charisma modifier.

Sacred Weapon (Su): At 4th level, the warpriest gains the ability to imbue his focus weapon with divine power. As a swift action, the warpriest can enhance a weapon of the same type as the weapon selected for the focus weapon class feature. This power grants the weapon a +1 enhancement bonus. For every four levels beyond 4th, this bonus increases by +1 to a maximum of +5 at 20th level.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can imbue a weapon with any of the following weapon properties: brilliant energy, defending, disruption, flaming, frost, keen, and shock. If he is good, he can add holy and merciful. If he is lawful, he can add axiomatic and ghost touch. Adding any of these properties consumes an amount of bonus equal to the properties base cost (see Table 15–9 of the Core Rulebook). Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other properties can be added, whether normally from itself or granted by this ability.

The warpriest can use this ability one round per day per warpriest level, but these rounds do not need to be consecutive. The enhancement bonus and properties are determined the first time the ability is used each day, and cannot be changed until the ability is used again the next day. These bonuses only apply while the warpriest is holding the weapon, and end immediately if the weapon is sheathed or leaves the warpriest’s possession. This ability can be ended as a free action at the start of the warpriest’s turn (and that round does not count gainst the total duration, unless the ability is resumed). If the arpriest uses this ability on a double weapon, the effects only apply to one end of it.


Equipment:

Money 0 pp 15 gp 0 sp 0 cp

40 Arrows
Bedroll
Waterskin/Rations
Flint and Steel
Flask of Oil (4)
Hemp Rope 50'
Backpack
Caltrops
Manacles
Earplugs
Smoked goggles
Crowbar
2 Iron Spikes
Sack (2)
10 Torches


Magic Items:

Plate Mail +1 (2650) w/armor spikes
+1 Greatsword (2350)
mw Composite Longbow +2 Str (600)
wand of cure light wounds - 50 (750)
Ring of protection +1 (2,000)
Cloak of Resistance +1 (1,000)

Appearance:


Background:


Dice:

[ooc]Initiative[ooc] [dice]1d20+1[dice]

[ooc]Attack with scimitar[ooc] [dice]1d20+7[/dice]
[ooc]Damage[ooc] [dice]1d6+3[/dice]

[ooc]Power Attack with scimitar[ooc] [dice]1d20+6[/dice]
[ooc]Damage[ooc] [dice]1d6+5[/dice]

Saves
[ooc]Fort Save[ooc] [dice]1d20+6[/dice]
[ooc]Reflex Save[ooc] [dice]1d20+2[/dice]
[ooc]Will Save[ooc] [dice]1d20+7[/dice]

Skill Checks