Neolandis Kalepopolis

A Endrin's page

No posts. Organized Play character for DarkestHeart.


Full Name

Alejandro Endrin

Race

Human

Classes/Levels

Warpriest of Pharasma / Lvl 1

Gender

Male

Size

Medium

Age

26

Alignment

N

Deity

Pharasma

Languages

Common,

Strength 14
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 18
Charisma 8

About A Endrin

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ALEJANDRO ENDRIN
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BLESSINGS
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Healing Blessing:

Powerful Healer (minor): (At 1st level, 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.)
Fast Healing (major): (At 10th level, you can touch an ally and grant it fast healing 3 for 1 minute.)(INACTIVE)

Water Blessing:

Ice Strike (minor): (At 1st level, 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.)
Armor of Ice (major): (At 10th level, you can touch any one ally and wreath it in freezing mist. This works as fire shield (chill shield only) with a duration 1 minute.)(INACTIVE)

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BUFFS
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Active -
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Male / Medium / Warpriest of Pharasma Lvl 1
Neutral / Human (Chelaxian) / Pathfinder of the Grand Lodge
Init +1; Senses Perception +4, Survival +4, Sense Motive +4
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DEFENSE
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AC +18, touch +17, flat-footed +11
(+7 Armor, +1 Dex)
Hp 14 Temp Hp []
Fort +4, Ref +1, Will +6
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OFFENSE
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Speed 20ft
Melee MWK Earthbreaker +4 (2d6+3/x3)
Dagger +2 (1d6+2/19-20x2)
Ranged Dagger +1 (-3) (1d6+2/19-20x3)
Special Attacks:
Axe to Grind - MWK Earthbreaker +4 (2d6+4/x3)
Dagger +2 (1d6+3/19-20x2)
Ice Strike - MWK Earthbreaker +4 (2d6+1d4Cold+3/x3)
Dagger +2 (1d6+1d4Cold+2/19-20x2)
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SPELLS
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Spells/Day 0-3, 1st-2;
0- Create Water
Detect Magic
Stabilize
1st- Bless
Shield of Faith
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STATISTICS
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Str 14 , Dex 12, Con 14, Int 10, Wis 18, Cha 8
Base Atk +0; CMB +2; CMD +12
Feats Weapon Focus (Earthbreaker), Combat Casting, Toughness
Traits Axe to Grind (+1 Trait bonus on damage versus enemies threatened only by you)
Battlefield Caster (You receive a +1 trait bonus on concentration checks to cast defensively and a +1 trait bonus to AC against attacks provoked by or readied against spellcasting.)
Skills Heal +8, Knowledge(Religion) +4, Spellcraft +4; ACP-6
Languages Common
SQ
Aura-Neutral:
(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-Good and Water:
(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.
If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.)


Sacred Weapon-Earthbreaker:
(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 addghost 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. 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.


Gear MWK Earthbreaker, Dagger, Banded Mail, Silver Holy Symbol, Warpriest 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)
Pouch 7GP
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APPEARANCE
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Height 6ft 4
Weight 190lbs
Eye Color Blue
Hair Color Black
Region of Origin Westcrown
Deity Pharasma