About Colvyn "Slick" Dashtail
Colvyn "Slick" Dashtail
Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Weapon Focus Longbow: +1 bonus on attack rolls with one weapon
Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Rapid-Shot : When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
Empty Quiver Style : While using this style, you can make melee attacks with the chosen weapon as if it were a heavy mace (or a light mace for melee attack made with a hand crossbow or one-handed firearm), though you don’t automatically threaten the area around you as if you were wielding a melee weapon.
You can switch between melee and ranged attacks with this weapon without penalty, even during the same round. In addition, you ignore the elf prerequisite for the Stabbing Shot feat.
If you have the Stabbing Shot feat, you can use it with a crossbow or firearm, substituting a loaded bolt or firearm ammunition for an arrow.
Stabbing Shot : When adjacent to an opponent and making a full-attack action with a longbow or shortbow (including composite bows), you may choose to make a melee attack against that opponent with a drawn arrow rather than firing it. If the attack hits—whether or not it does damage—your target is pushed back 5 feet away from you. You can then fire arrows from your bow normally, at the original target, or at another target within range. This melee attack replaces the extra attack from Rapid Shot, and all of your attack rolls for the round (the melee attack and the ranged attacks) take a –2 penalty. If your initial attack leaves you with no enemies threatening you, you can make the subsequent ranged attack or attacks without provoking attacks of opportunity.
Weapon Specialization (Longbow): You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed strike or grapple) for which you have already selected the Weapon Focus feat. You deal extra damage when using this weapon.
Empty Quiver Flexibility :While using Empty Quiver Style, you can apply any feats and class abilities you possess that modify your ranged attack rolls and damage rolls with the chosen weapon to melee attack rolls and damage rolls made with that weapon. Additionally, you are considered to be threatening the area around you as if you were wielding a melee weapon.
Greater Weapon Focus Longbow: +1 bonus on attack rolls with one weapon
Kobolds's Neighbor:You grew up in wilderness where kobolds make their homes. You learned early on how to find traps before they find you, how to disable them, and when you should just walk away. You gain a +2 trait bonus to Perception checks to discover traps and a +1 trait bonus to Disable Device checks.
Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
Adventuring Skills: (2+Int mod(2)/level = 4 Ranks (+9 Fav Class bonus) (6+Int mod(2)/level = 8 ranks)
Acrobatics +9 +6 Jumping(boots) (+4 Rank, +4 Dex, +0 ACP, +0 Trained, +0 Misc)
Bluff -2 (+0 Rank, -2 Cha, +0 Trained, +0 Misc)
Climb +15 (+6 Rank, +2 Str, +0 ACP, +3 Trained, +4 Misc)
Diplomacy -2 (+0 Rank, -2 Cha, +0 Trained, +0 Misc)
Disable Device +25 (+11 Rank, +4 Dex, +0 ACP, +3 Trained, +2 Tools, +5 Misc) (+2 vs traps)
Disguise -2 (+0 Rank, -2 Cha, +0 ACP, +0 Trained, +0 Misc)
Escape Artist +4 (+0 Rank, +4 Dex, +0 ACP, +0 Trained, +0 Misc)
Fly +3 (+0 Rank, +4 Dex, -1 ACP, +0 Trained, +0 Misc)
Heal +3 (+0 Rank, +3 Wis, +0 Trained, +0 Misc)
Intimidate -2 (+0 Rank, -2 Cha, +0 Trained, +0 Misc)
Knowledge Dungeon +7 (+2 Rank, +2 Int, +3 Trained, +0 Misc)
Knowledge Nature +8 (+3 Rank, +2 Int, +3 Trained, +0 Misc)
Knowledge Religion +6 (+1 Rank, +2 Int, +3 Trained, +0 Misc)
Perception +19 (+11 Rank, +3 Wis, +3 Trained, +2 Misc)(+3 vs traps)
Ride +9 (+2 Rank, +4 Dex, +3 Trained, +0 Misc)
Sense Motive +3 (+0 Rank, +3 Wis, +0 Trained, +0 Misc)
Spellcraft +8 (+3 Rank, +2 Int, +3 Trained, +0 Misc)
Stealth +20 (+9 Rank, +4 Dex, +0 ACP, +3 Trained, +4 Misc)
Survival +12 (+6 Rank, +3 Wis, +3 Trained, +0 Misc)
Swim +9 (+2 Rank, +2 Str, +0 ACP, +3 Trained, +2 Misc)
Use Magic Device +0 (+0 Rank, -2 Cha, +0 Trained, +2 Misc)
Background Skills: (2 ranks/level = 2 ranks)
Languages: Common, Goblin, Giant, Celestial
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).
Blessing: 7/day, DC 17
Animal Fury (minor): At 1st level, you can touch one ally and grant it feral features for 1 minute. The ally gains two claw attacks that each deal 1d6 points of damage if the ally is Medium or 1d4 points if it's Small, or one bite attack that deals 1d8 points of damage if the ally is Medium or 1d6 points if it's Small. These are primary natural attacks that replace any similar primary natural attacks the ally might have.
Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purpose of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.
Weapon Focus, Deadly Aim, Weapon Specialization, Greater Weapon Focus.
Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on the table above. These spells are cast as any other spell, but aren't expended when cast and can be used again.
Sacred Weapon +2/1d6:
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
Favored Enemy Giant (Ex):
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex):
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.
Fervor 3d6 7/day:
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 this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 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 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.
Combat Style Feat:
At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Feat Chosen : Rapid Shot
Starting 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 to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn’t provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability.
At 7th level, the warpriest gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability a number of minutes per day equal to his warpriest level. 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. The warpriest 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 (see Table 15–4 on page 463 of the Core Rulebook). 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.
Favored Class Bonus: +9 Skill point
Father: Sicovul Dashtail
Born and raised in a small farm grouping just outside of Harse.
Born and raised in the small town of Harse, Colvyn always likes exploring the country. One of his favorite moment was when his family went to the temple of Erastil. While not the traditional massive stone building, the sight of the place was nonetheless impressive. As he grew older, Colvyn started visiting the temple by himself. Talking to the priest there and reading the holy text, he came to the conclusion that he had to dedicate his life to the order. At first his application wasn’t taken seriously. No one there ever saw a ratfolk wanting to serve the Old Deadeye. But his determination manages to win some of the teachers over.
Wanting to prove that he was more than just a small priest in the service, Colvyn went in, the more aggressive order he could: The Warpriests. The one that not only brought the faith with words, but also used the might given to them by Erastil to punish those who would corrupt the wilderness. Colvyn studied hard and worked even harder to complete his training. Then one day his mentor, a man named Rankin Softwolf, took him to his first mission outside of the community. From Harse, they walked to the Ashwood forest, home of many terrors that haunt the woods.
Happy that he will finally prove himself, Colvyn was soon to be disappointed when the leader of the group kept giving lookout duties. The group has been tracking a pack of worg that worshipped Lamashtu. The pack had been slowly, through rituals, corrupting the wildlife in the woods. After a few days, a plan of attack was laid down and they needed everyone to help deal with the Worgs. Finally, a call for action, though Colvyn. He was more than happy to head out. He will prove his worth and be taken seriously from now on! Or so he thought…
Colvyn was crouching near the woods. He could hear his group member moving slowly into position. Another group was to attack the worgs further in the forest. Colvyn and the other’s job were to shower, then with arrows to cut their retreat if the worgs came this way. Colvyn’s orders were to flee if the worgs would close into melee and let the more experienced hunters deal with them. He wasn’t happy about that part, but orders were orders.
"Slick, move more to the east." Another young priest told him.
"What do you mean? I’m where I was told to be!" Colvyn answered back.
The other priest was about to say more when they heard a loud noise coming from the woods. Then, they saw the cause. Five worgs just burst out in view and were running toward them. The priest quickly drawn their bows and let the arrows fly. The first volley wasn’t really precise as they were surprised, but the next one brought down one of the worg and injured another. The remaining worgs change direction, but instead of retreating like expected, they charged the priest.
Most started running away, while some stood in shock. The worgs were on them in seconds. Seeing his comrade falling one after another, Colvyn aimed his bow once more. He scored a good hit that fell another worg, but the shot didn’t go unnoticed. The biggest Worg turned to Colvyn and charged him. The ratfolk was barely able to avoid the attack. Realizing that he wouldn’t be able to use his bow for the rest of the battle, Colvyn called on the blessing of Erastil to grow his teeth and claws. He became a fearsome sight, but sadly it didn’t stop the worg. With fur and blood flying in the air, the two were locked in a tooth and claw battle.
The two adversaries disengaged for a moment. Each studying the other as the slowly circle around. Then the big worg smiled as he started forward to attack, but it was a bluff. Colvyn realized too late that the reason the worg circled was so the Colvyn wouldn’t see the other worg sneak up behind him. He felt the jaw dig into his flesh, making him fall on the ground. The new worg maintained the hold so that Colvyn couldn’t move away. The first Worg slowly walked forward. "You will make a nice meal."
Just as he was about to rip the Colvyn’s throat off, two beams of pure white light hit the worgs. The one holding Colvyn was hit on the side, burning deep inside, exposing internal organs. The pressure on Colvyn’s leg released at the same time. The bigger one managed to avoid some of it, but the beam left a long streak of burnt fur and flesh. The burnt went from its face and ran down the side. "I will feed on you little ratfolk. Might not be now, but one day soon" With that, he turned around and ran back into the woods. Some of the main group went in pursuit, but then came back empty handed moments later. Colvyn just sat there, covered in blood, some of his, some not. When he looked around, he saw that of his group, he was the last one standing. It’s only because the main hunting group manages to catch up to the Worgs that he was still alive.
Later that evening, Rankin Softwolf came to talk to him. "You did good out there."
"Everyone else died…" Colvyn looked pitiful. "I couldn't help them."
"Sadly, that's a hard lesson to learn, but you can’t save everyone from the forces of evil. Sometimes, we don’t win. If the forces of good won all the time. The evils of this world would have been banished a long time ago."
Colvyn looked up to his mentor. "Then what do we do?"
"We fight no matter. Today we lost some of our people, but how many others would have died if we didn’t come here today? The idea is to create hope. With the hope, people can keep living, without, evil wins."
"How do we create hope?"
"We fight evil. We try to win the battle that matter and even when all the sign shows us that we might die, we fight to inspire others to continue the fight. It’s not an easy life, but that’s what you signed up for."
Colvyn thinks for a moment, pondering on what his mentor just told him. "So we fight so that there is something to fight for tomorrow?"
A surprised look passed on the face of his mentor. "Yes, that's one way to see it." He digs into his bags and pulls out a parchment. "Here, take this."
Accepting the parchment, Colvyn looks at it. "What is it?"
"It’s an invitation to the Shadowtail Festival in Sandpoint, we received it from a Sister that lives there. They are reopening the Cathedral. Sister Cakotari has been there alone for too long. Plus, you could bring these seedlings with you. I was planning to go myself, but I figured you could go for me."
"You are sending me away?"
"It’s not a punishment, just think of it as you are doing me a favor. Plus, it’s a chance to see the rest of the world. The beauty of it. So that when you come back, you will know exactly what you are fighting for and know why we are willing to pay the price we pay."
With that, his mentor left him to his thought. Colvyn spent the rest of the evening preparing his trip, Healing his wounds and replacing any gear that was damaged. Then the next morning, Colvyn headed to see Phasgan, his mount. After getting everything loaded. He realised that there would be no more room for him, so he walked instead.
His first destination was the town of Biston. The trip was a short and by the end of the second day he finally made it to town. The people in the street were looking at him funny. For a second Colvyn looked down at his chest to make sure that his holy symbol was plainly visible. He didn’t want to start a panic. When you look like a giant rat, you make sure that everyone knows you are friendly. He left his mount at the nearest stable and headed for the docks. Once there he spotted a few ships still in the process unloading their cargo.
"Hello there, any of you heading to Whistledown in the morning?"
Some of the sailors look at each other, then one that clearly look like the boss stepped forward. "We can take you, will you have some cargo or just you?"
"Well, some cargo, a mount and me."
Once they conclude on the price, Colvyn returned to the stable where he slept with is mount. When you look like a giant rat, they let you sleep where you want! He slept against Phasgan and in the morning headed back toward the docks. Once there, the Captain blocked the access to the plank and look down at Colvyn.
Looking up, Colvyn eyed the Captain. "Is there something wrong?"
"Yes!" He looked a bit pale and not angry. "You are not bringing this thing onboard of my ship!"
"I don’t understand, we agreed on some small cargo, a mount and me?"
"But… But… That thing is a giant rat!!!!"
Turning around, Colvyn looked at Phasgan. "Well of course it’s a giant rat. What would you expect me to ride? A giant cat?" With that, he pushed the Captain clear and made his way in the hold where he stay most of the trip.
The same scene more or less happened in Whistledown and Wartle. While on the Yondabakari river. Colvyn was getting restless of getting there. He asked the Captain of the ship if they were far from Sandpoint. The Captain looked at him with a smile. "Sandpoint is about 25 miles north from here. But the river will take us to Magnimar. From there you can take another ship to Sandpoint."
"25 miles? That way?"
"Yep, 25 miles."
"Oh, excuse me." Colvyn went running below deck. Gathered his supplies and the gifts for the ceremony. Loaded everything on Phasgan and head back to the main deck.
The Captain walked toward him. "Now what is…"
Colvyn took out some gold from his purse and handed it to the Captain. "There, I think this will cover it. Thank you for your time Captain, maybe we will see each other again." With that, Phasgan and him jumped over board. Holding on the rope of the packs secured to Phasgan, Colvyn let himself float until they reached the water’s edge. From there, he traveled to Sandpoint. In his excitement, however, he didn’t notice two things. First that he forgot the saddle on the boat. Second, the dark shape tailing him all the way there.
Out of battle, Colvyn is somewhat awkward. He often realise too late that the words he uses are maybe not the best way to say things.