Worshipper of Torag

Durgan Deepforge's page

2 posts. Alias of Adderyn.


Full Name

Dugan Deepforge

Race

Dwarf / HP: 31/31| AC 22| T 11| FF 21| CMD 17| Fort + 8, Ref + 4, Will + 8 (+ 2 vs Poison, Spells, Spell-like Abilities) | Init + 1| Perc + 4 Senses: Darkvision (60)| Speed 20 ft.

Classes/Levels

Warpriest of Torag / 4 Blessings 5/5, Sacred Weapon 4/4, Fervor 5/5 Spells: Level 1 - 4/4, Level 2 - 2/2

Gender

M

Size

M

Age

65

Alignment

LG

Deity

Torag

Languages

Common, Dwarven, Azlanti

Occupation

Blacksmith, Mercenary

Strength 18
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 16
Charisma 9

About Durgan Deepforge

Durgan Deepforge
Male Dwarf Warpriest of Torag 4
LG Medium humanoid (Dwarf)
Init +1; Senses: Darkvision (60); Perception +4
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Defense:

AC 22, Touch 11, Flat-Footed 21 (+9 armor, +2 Shield, +1 Dex)
HP 31/31 (4 HD; 1d8+2) CMD 17 (+4 vs Bull Rush or Trip while standing on ground)
Fort + 8, Ref + 4, Will + 8 (+ 2 vs Poison, Spells, Spell-like Abilities)

Racial Modifiers
+4 dodge bonus to their AC against monsters of the giant subtype.
+2 racial bonus on saving throws against poison, spells, and spell-like abilities.


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Offense:

Speed 20 ft.
Melee:
Mwk Dwarven Giant Sticker + 7 (2d6+ 4/x3)
War Hammer, Cold Iron +5 (1d8+3/x3)
Gladius +5 (1d6+3/19-20 x2

Ranged:
Light Crossbow +4 (1d8/19-20x2) 80ft

Feat Modifier:
Power Attack: -1 to hit/ +2 damage
Furious Focus: No penalty during first Power Attack per round with two hand weapon or one-hand weapon used with two hands.


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Statistics::

Str 17, Dex 12, Con 14, Int 10, Wis 16, Cha 9
BAB +3; CMB +6; CMD 17

Languages: Common, Dwarven, Azlanti

Feats:
Combat Reflexes (Combat) : You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Weapon Focus: Dwarven Giant Sticker (Combat) : Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Power Attack (Combat): You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points 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.

Furious Focus (Combat): When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Traits:
Healthy:
You come from a long line of hale and long-lived people. Growing up, you rarely got sick and had enough energy to run all day if it suited you. You don’t get as tired as other people and repeated physical activities don’t seem to bother you much. You were selected as part of the expedition because the Bountiful Venture Company saw great importance and promise in your robust health.

You gain a +1 trait bonus on Fortitude saves, Swim checks to prevent nonlethal damage from fatigue after swimming for more than an hour at a time, and Constitution checks to prevent fatigue. In addition, you can hold your breath for a number of rounds equal to 3 times your Constitution score.

Grounded
Requirement(s) Dwarf
You are well balanced, both physically and mentally. You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.


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Skills::

Skills:
Acrobatics* -5
Appraise* 0
Bluff* -1
Climb* 2
Craft: Blacksmith 6
Diplomacy* 3
Disguise* -1
Escape Artist* 4
Fly* -4
Heal* 7
Intimidate* -1
Knowledge (engineering) 4
Knowledge (dungeoneering)
Knowledge (religion) 4
Linguistics 1
Perception 4
Ride* -4
Sense Motive 7
Spellcraft 4
Stealth* -4
Survival 7
Swim* 2

*Indicates usable untrained.
Skills include ACP -5 (-5 Armor, -0 Mithril Buckler)
Skill Ranks: Warpriest = 2 per level, + 0 Int modifier, + 4 Favored Class bonus

Racial Modifiers:
+2 bonuses on Craft checks involving metal or stone


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Class and Special Abilities::

Warpriest:
Class Skills:
The Warpriest's class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Points at each Level: 2 + Int modifier.

Class Abilities:
Weapon and Armor Proficiencies: 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.

Spells: A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section on page 62. 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’s level. The saving throw DC against a warpriest’s spell is 10 + the spell’s 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 1–14. In addition, he receives bonus spells per day if he had a high Wisdom score (see Table 1–3 on page 17 of 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 can 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.

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 on page 266 of the Core Rulebook for details).

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 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.

Good Blessing:

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 purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.

Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a good outsider or an animal with the celestial creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level).

Protection Blessing:

Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.

Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.

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).

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.

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 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.

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.

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 bonuses 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.

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 positive or negative energy (see Channel Energy, below).

Chaotic, Evil, Good, and Lawful Spells: A warpriest cannot cast spells of an alignment opposed to his own or his deity’s (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

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.

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 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.

Bonus Feats: At 3rd level and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The warpriest must meet the prerequisites for these feats, but he treats his warpriest level as his base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice) for the purpose of qualifying for these feats. Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level.

Channel Energy (Su): 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.

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 chose to spontaneously cast cure spells or negative energy if he chose 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 the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. 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.

Sacred Armor (Su): 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.

Aspect of War (Su): At 20th level, the warpriest can channel an aspect of war, growing in power and martial ability. Once per day as a swift action, a warpriest can treat his level as his base attack bonus, gains DR 10/-, and can move at his full speed regardless of the armor he is wearing or his encumbrance.
In addition, the blessings he calls upon don’t count against his daily limit during this time. This ability lasts for 1 minute.

Racial Abilities:
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.


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Spells Prepared:

Level 0: Detect Magic, Guidance, Mending, Create Water
Level 1: Bless, Divine Favor x 2, Shield of Faith
Level 2: Bull’s Strength, Weapon of Awe


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Equipment:

Armor:
Mwk Full Plate: AC +9 / Max Dex +1/ Heavy/ ACP -5/Spell Fail 35%/ 50 lbs.
+ 1 Mithral Buckler: AC +2/ Max Dex -- / ACP 0/ Spell Fail 0%/ 2.5 lbs.
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Weapons:
Mwk Dwarven Giant Sticker + 7 (2d6+4/x3) 12lbs.
Cold Iron Warhammer +5 (1d8+3/x3) 5lbs.
Gladius +5 (1d6+3/19-20x2) 3lbs
Light Crossbow +4 (1d8/19-20x2) 4lbs. with 10 bolts 1lb.
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Gear:
Warpriest's Kit, Explorer's outfit, Mwk Artisan's Tools (Blacksmith), Iron Holy Symbol, Wand of Cure Light Wounds (CL 1 - 50 Charges)

Total Weight Carried: 122.5 lbs.
Items marked by * are carried on Horse or in Saddlebags
Carrying Capacity: Light 86 lbs. or less/ Medium 87–259 lbs. / Heavy 260 lbs. plus
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Gold:
Starting 6000 gp (Wealth by Level per creation rules)
Current 119 gp,


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Description and Personality::

Durgan Deepforge stands 4 feet and 4 inches tall and weighs about 190 pounds. He has brown eyes, and brown hair. His clothes are typically of the rugged, and hard wearing sort, as his time at the forge can wear through cheap clothing quickly. When in the field he wears a suit of well-crafted but mostly unadorned full plate armor, with the hammer emblem of Torag’s Holy Symbol clearly engraved into the chest plate. An exceptionally well made buckler is strapped to his arm.
His weapon of choice is the Dwarven Giant Sticker, a long heavy bladed spear like weapon used to deal with the longer reach of the giants the dwarves war with. Also worn in easy reach at his belt are a Warhammer, and a wide bladed Gladius.

While he comes across gruff, and not the friendliest being, once he warms up he can be quite friendly. A bit of a traditionalist, he’s the accepting sort, preferring to teach by example rather than bludgeon others with his faith or his beliefs. Many a discussion has ended with an agreement to disagree, and a round of drinks. However those who choose to act uncivilized, or commit deliberate acts of evil will find him a vicious foe with little mercy for those who wish to walk a darker path.


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Background::

Durgan was born and raised among the Dwarven community of Absolom. As a youth, he spent his time learning at feet of his father and grandfather, both of whom were renowned blacksmiths. As he grew up, he also trained with his uncle an honest mercenary frequently hired by members of the Pathfinder Society for both his skill and his discretion. Shortly after he completed his certifications with the blacksmith’s guild, his uncle offered him the opportunity to travel along with him on an excursion into the Mwangi Expanse with a group of Pathfinders to keep their gear maintained. Seeing a chance to test out his skills as both a craftsman and a warrior, he jumped at the chance.
The expedition started out well enough, but while travelling the jungles, the group crossed into hostile territory and soon enough were running for their lives for two full days and nights. Just when they thought they were safe from pursuit, they walked right into an ambush. Taking a defensive formation, the group stood shoulder to shoulder, and back to back as a much larger force assailed them. Holding his own, but slightly wounded, Durgan said a prayer to Torag for protection, and Torag answered. As he fought, Durgan found blows that should have slipped past his guard rebuffed, and after a long hard fight, the group was able to break free and escape to safer territory.
After his experience in the jungle, Durgan took the blessing from Torag as a sign. He signed on to the mercenary company with his uncle, working around the Inner Sea for several years, as he studied further in the faith of Torag, and in the ways of war. Recently, after so many years of fighting, Durgan decided that he wanted a change of pace. Still young for a Dwarf, he saw the new colony as an opportunity to build something of lasting value. A place where his skills as both a warrior and a smith would be useful, and appreciated. Taking his leave of the mercenaries, he set off for Andoran where he was selected for the third wave of colonists. During the trip he spent his time talking to a Dwarven scholar going to study Azlanti relics, and as a lark was able to learn the rudiments of the Azlanti language.
As the ship arrives, Durgan stands in the bow as he looks out toward his new home, and the future ahead.

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Leveling/ FCB tracking:

Level 1 – FCB + 1 Skill Point
Level 2 – FCB + 1 Skill Point.
Level 3 – FCB + 1 Skill Point.
Level 4 – FCB + 1 Skill Point.

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Build Plan & Role:

Plan is for a standard two hand reach weapon build for front line combat.
Wearing a buckler, and having the Warhammer for backup allows me to easily swap to one hand and shield for more defense heavy fights.

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