Grand Necromancer

Daneran Halfbright's page

33 posts. Alias of Codanous.


Full Name

Dameran Halfbright

Race

HP: 10/10 |AC:17 T:12 FF:15,| CMD: 13 | Fort: +4, Refl: +1, Will: +4 | Init: +1, Speed 30ft

Classes/Levels

Spells prepared: First:2/2 | Blessings 5/6| Male Android Warpriest of Brigh 1

About Daneran Halfbright

HP: 10/10 |AC:17 T:12 FF:15,| CMD: 13 | Fort: +4, Refl: +1, Will: +4 | Init: +1, Speed 30ft

Spells per day:First:2/2 | Blessings 6/6| Male Android Warpriest of Brigh 1

Daneran Halfbright

Male Halfbright
Male Android Warpriest of Brigh
N Medium Android (Humanoid, Cosntruct)
Init: +1 Senses: Darkvision 60 ft Aura: Faint Neutral
------------------------------------------
Defenses:
------------------------------------------
AC 17, T12: FF:15 (+4 Armor, +1 Shield, +1 Dex, +1 Dodge)
HP: 10 (1d8+2)
Saves: Fort: +4, Reflex +1, Will: +4
------------------------------------------
Offense
Speed 30 ft
Melee 1.) Light Hammer +3 (1d6+2)
Ranged 1.) Javelin +1 (1d6+2)
Spells prepared
1st Bless, Divine Favor
0th Guidance, Stabilize, Mending, Light
--------------------------------------------
Statistics
--------------------------------------------
Str14, Dex13, Con 14, Int12 , Wis14 , Cha 7
Base Atk +0; CMB+2 CMD 13
Feats Weapon Focus (Light Hammer), Dodge

Traits Campaign Trait:

Against the Technic League:
Choose either weapons or spells. If you choose weapons, you gain a +2 trait bonus on all damage rolls made against targets you know are associated with the Technic League.

Religion Trait(Brigh):
Nimble Fingers, Keen mind:
our study of clockwork mechanisms and other mechanical wonders grants you a +1 trait bonus on Disable Device checks, and Disable Device is a class skill for you

Skills Ranks: (4 + 2 Background): Climb +2, Craft Weapons (Background) +5, Craft Constructs(Background) +5, Disable Device (1 rank) +5, Heal (1 rank) +6, Knowledge (engineering) (1 rank) +5 , Knowledge (religion) (1 rank) +5, Perception +4, Sense Motive -6, Spellcraft +1, Survival +2, and Swim +2.

Languages: Common, Elven

Carrying Capacity: Light Load:0-52 lbs Medium Load: 52-80 lbs, Heavy Load: 80-110 lbs

Gear: Combat: Light Mace x2 (10 gp), Chain Shirt (100 gp), Light Steel Shield (9 gp), Javelin x3 (3 gp). Other Gear backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a metal holy symbol. Adventurer’s Outfit. 140 gold, 70 silver.

----------------------------------------
Special Abilities
----------------------------------------

Android Abilities:
Feat and Skill Racial Traits

Alert: Androids gain a +2 racial bonus on Perception checks.
Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Senses Racial Traits
Exceptional Senses: Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.
Other Racial Traits
Constructed: For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
Nanite Surge: An android’s body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android’s character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round.

Aura:
A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment. Brigh is True Neutral

Blessings Overview:
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 any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.

Artifice Blessing:
Crafter's Wrath (minor): At 1st level, you can touch one melee weapon and grant it greater power to harm and destroy crafted objects. For 1 minute, whenever this weapon deals damage to constructs or objects, it bypasses hardness and damage reduction.

Transfer Magic (major): At 10th level, you can temporarily transfer a weapon special ability from one weapon to another. The bearers of each of the weapons must be willing, and you must be touching both weapons to activate this ability. You can transfer a weapon special ability with a base price modifier of +1 or +2. If you are using this ability on a double weapon, only one end of the double weapon is affected. The transfer lasts for 1 minute, after which the transferred weapon special ability automatically returns to the source weapon. You can use this ability multiple times on the same weapon or weapons. Alternatively, you can use transfer magic to move a +1 or +2 armor special ability from one touched suit of armor to another, or move a +1 or +2 armor or weapon enhancement bonus to another armor or weapon.

Fire Blessing:
Fire Strike (minor): At 1st level, you can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit. This additional damage doesn’t stack with the additional damage from the flaming or flaming burst weapon special abilities.

Armor of Flame (major): At 10th level, you can touch an ally to wreath it in flames. This works as fire shield (warm shield only) with a duration of 1 minute.

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).

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 1–14; 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 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.

Level
Damage (Medium)
1st-4th
1d6
5th-9th
1d8
10th-14th
1d10
15th-19th
2d6
20th
2d8

At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power 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 need not be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost (see Table 15–9 on page 469 of the Core Rulebook). Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.

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.

Common Spells prepared:

ZERO LEVEL SPELLS:
Read Magic, Detect Magic, Guidance, Light, Create Water, Stabilize

COMMON FIRST LEVEL SPELLS PREPARED:
Divine Favor, Bless, Protection from Evil, Cure Light Wounds, Comprehend Languages, Ant Haul

Background:

Daneran has undergone many reincarnations though it is his strong belief that in every life he has worshipped Brigh. Despite his reincarnations he always is reborn with the knowledge of Brigh and her faith. He strongly believes in both a melding of the Story of the First Android and a combination of Brigh’s teaching about time and the cyclical nature of Time. The belief that the Android body being time immoral is the perfect construct and the truest thing to a Child of Brigh that’s ever been created.

He has only recently undergone his 147th reincarnation and his first memory is awakening with a vision from his Deity, that of a massive purple fire cutting into the sky and illuminating the lands all around. After asking around he was pointed in the direction of Torch. After arriving in Torch and finding the Purple fire has been extinguished he interprets Brigh’s vision as a sign he needs to assist in relighting the Torch.