Tirana

Eriniyes's page

95 posts. Alias of Sinvel Menter.



Goblin Squad Member

Hi all,

I've found that I just don't have the time to take part of the Pathfinder Online that I bought through the Kickstarter drive. I want to let my buddy take it over but I can't find any information on how to do so.

Has anyone done this or have any idea of the steps involved?

As always, thanks for any help!


1 person marked this as a favorite.

Nice story and a few pages of preview for the new Golarion-set Pathfinder comic coming out in August:

Link
http://www.comicbookresources.com/?page=article&id=38652


Here is where we shall discuss stuff.


All, I added two sections of information to the Gazetteer as well as a few maps located on the Campaign Info tab at the top.

The smell of butter and fatty cuts of meat fill the air as you come downstairs from your room into the main lobby of The Merchants Heaven Inn shown at the red dot in the Trades Ward on the map, which these days doesn't offer many services to any merchants since it has been the main station of the Night Watchmen in the Trades Ward for many score.

After a month or so of training, the four of you from your class of a few shy of a dozen were assigned to this station. The assignment of which being the most prestigious of any in Azir save for the small station in the Cast Ward, but that is usually filled with men who have sharp features instead of brains and brawn.

It is Starday, the 1st of Desnus. The last day of the first week of work as Night Watchmen for the four of you. The four of you meet every morning for breakfast and sit together, mainly because the other Watchmen don't associate much with the new members. Anslon Briarback, proprietor of the inn, greets you cheerfully just as he does every morning and will soon bring out your normal breakfast.

After the day is over you can each get your hand filled with 10 gold pieces, a week's wage, from Judge Bao, the leader or "general" of this station's Watchmen. He stands a few inches above six feet and, although he is more than four decades in age, he can still beat most of the other Watchmen during the drunken arm wrestling matches that spring up late in the night at the Merchants Heaven Inn.

The week went without much for excitement until two nights ago when a few of the Pure Legion came to the Inn to pick up the four new Watchmen. They said they needed some backup while they arrested a group of smugglers who may have also been "cultists" (the Pure Legion's name for someone who followed even legitimate religions). The Pure Legion cursed the followers of religion the entire way to the smuggler's hideout, seeming to prod the four of you for your feelings on the matter.

When the smugglers were found and rounded up, Nathaniel spoke up, telling one of the Pure Legion that he recognized one of the criminals as a cult member. She was searched on the spot and found to be carrying a holy symbol and a religious text. Possibly trying to make an impact on the young Watchmen, the Legionnaire drew his sword and unceremoniously beheaded the pretty young woman, leaving the four of you to shockingly stare at her decapitated body.

So gather around the breakfast table. You all know each other for at least a month now, so any information that you want the other PCs to know about yourself please put in italics.

Here is the layout of the lower floor of the Merchants Heaven Inn


Hi all! I am looking for players for an urban adventure using 0one Games's Urban Adventures The Sinking series. It will be set in Azir, the capitol of Rahadoum in Golarion, but I've modified the city a bit and combined some aspects of 0one Game's setting of The Great City.

Characters will start at 1st level. This setting will be interesting because religion is banned in Azir, and no open practice of religious worship is allowed. For this reason I won't allow paladins, but someone could play a cleric. If they do so, they would have to keep it secret, possibly even from your fellow PCs. No open casting of healing spells, etc. Healing may have to be done via the purchase of healing wands. Of course someone would need to be able to cast healing spells in order to avoid making Use Magic Device skill checks every time. Like I said, it will be interesting.

In order to keep the game from turning into one big hunt for healing, I am allowing healing surges. Once a day a player can use his stored reserves to heal himself. You may rest for 10 minutes and regain half of your total hit points (rounded up). Or, if time is important, you may do a "quick surge" and use a full round to regain a quarter of your total hit points (rounded up). For example, a player with 15 hit points can take a 10 minute rest and regain 8 points, or a full round and regain 4 points. This can be done only once a day, regardless of which type is used.

Players will begin as new members of The Night Watchmen, a local vigilante group in Azir (see more in the Gazetteer below). As the name implies above, these adventures will be urban based. They will usually be more role-playing and investigation based instead of constant fighting, although there will be plenty of that also.

I have found that even a 30 page module can take over a year to complete when playing PbP, so these mini modules that I will be using are about half that size. I will also use the fast advancement track, so your PC should level pretty quickly. I don't really plan to go past 3rd or 4th level at the moment, we'll assess at that time and see about playing more.


I'm sure there is at least one adventurous GM out there who is ready for a unique experience. I'd love to run it myself but I limit myself to running only one PbP game at a time.

For those unaware, Way of the Wicked is an all-evil adventure path from Fire Mountain Games. There are two adventures out so far and they have both gotten great reviews. Here is a link to the first book (for 1st-5th level) Knot of Thorns.

If anyone would like to run it I have a few ideas on characters.


1 person marked this as a favorite.

I feel like this is a stupid question, but I'm not sure how PCs are supposed to "play" the cards during an encounter to get the boons. Are they supposed to hold it up? I like the concept, I just can't envision how it would be done.

Anyone out there that has run it? What did you do? Ms. Frasier, excellent module but what did you envision happening when a card is "played"?

Thanks in advance!


First!

So, is this the adventure that Lou Agresta wrote?


Having decided to follow up on an offer for work, you find yourself approaching one of the more run down looking establishments in the Eastern District. Freeport has its share of truly forsaken buildings, and the Eastern district is far from the well-appointed dwellings of the Merchant District, but most buildings in this area are at least somewhat taken care of.

A sign swings on one hing back and forth in the breeze. You squint and care barely make out some words through the flaked paint on it enough to put together the name: Gentleman John's. You have a feeling that it has been quite a while since any gentlemen have frequented this bar. The wind wips up again, bringing with it the salty air filled with dead fish and gull droppings from The Docks to the south, and you decide to enter.

The place is almost vacant at this time of day, and you see someone sitting at a table on the far wall almost in an alcove. Laying on his table is a gold-colored flute and you remember the wanted advertisment you are answering which called for "Capabul persons of good intelekt" followed by "Golden flute at Gentleman John's mid afternoon" followed by "good pay". Looks like you made it to the right place.

An older man with only a few teeth lifts his head up from the table as you approach. "Ahhhhrggh...so you'd like ter find some work, were ya?" he says through squinted eyes in this fairly dark room. His breath reeks of cheap swill and he doesn't look well at all.

You have all decided to answer an ad that sounded interesting. Come on in and get acquainted with each other. A good description of what each of you look like and what you're wearing would be good.


Ahoy mates! A big welcome to the lot of ya!

Congrats on getting selected! I hope we all have a lot of fun playing this adventure, which has gotten several 5 star reviews. It is mainly investigation and there are some funny/odd situations you will be thrown in during the course of it.

For now, we should get everyone's character builds completed. Most are already, but may need some tweaking. Also, I failed to mention before that I am allowing PCs two traits. It would be cool if a few would use the Freeport campaign traits, available online for free (link here).

Suny:
I need you to do a build, as your character now shows up as a fighter 1/rogue 1. I selected you even though you didn't have a Freeport class because you said you wanted to play one. We already have a corsair (Mishael) so maybe you can be something else?

Also, if any of you would like to tweak your background a little, you may do that also. For those of you unfamiliar with Freeport, here is a description of one of the roughest parts of town, Scurvytown:

Scurvytown:

If the stories told in far-flung ports about Freeport were true, visitors would be gutted like fish the moment they strode down the gangplank of an arriving ship. While newcomers quickly learn Freeport is far more than a collection of bloodthirsty pirates, one place fits the city’s image like a glove: Scurvytown. This district is officially named the Freebooter’s Quarter in documents, but no one off the boat less than a week uses that name. The decrepit condition, lawless population, and grinding poverty of the place earned it the nickname Scurvytown decades ago, and the name stuck.

Drac’s End is a poor district, but at least the people there try to better themselves. Scurvytown is for those who’ve given up or have no other place to go. It’s a squalid hellhole with appalling living conditions, and those marooned here suffer the worst Freeport has to offer. In the rainy season, water runs down the hill from the Old City and the Eastern District, turning Scurvytown’s unpaved streets into muddy swamps where mosquitoes breed. In the dry season, the heat dries and cracks the muddy streets, and dust rises in choking clouds when carts and wagons go by. The stench from the fishery and the other aromatic industries in Scurvytown rises to unholy levels.

Only those with a taste for crime, violence, or perversion (or with little regard for their own personal safety) voluntarily make their home in Scurvytown. Crime is higher here than anywhere else in Freeport, especially violent crime. Most days begin with a couple of corpses found face down in the gutter or bobbing in the waters of the harbor. Unless the victim is rich or influential, little effort is made to find the perpetrator. Other forms of crime—theft, mugging, smuggling, drug dealing, and cult activity—are just as common. In the warren called the Beggar’s Market, lowlifes from around Freeport come to buy less-than-legal items and substances. Criminals on the run use the flophouses and decaying buildings of the district as hideouts, and the neighborhood called The Pit hosts a variety of the least savory thugs in the city (not to mention occasional supernatural menaces).

For decades, Scurvytown was home to the few orcs, hobgoblins, and other savage races that dwelt in Freeport. This changed in the wake of the Great Green Fire, when the council established the new district now known as Bloodsalt to house the hobgoblin and orc workers of the Reclamation Project. Many orcs vacated Scurvytown for Bloodsalt, lured by the prospect of work and the company of their own kind. This exodus drained much of Scurvytown’s labor force and economy, leaving the remaining inhabitants resentful. Some of that resentment turned into active persecution of nonhumans, and the few orcs remaining in Scurvytown were driven off by racist violence. The modern incarnation of Scurvytown is dominated by humans who have a weird kind of pride in their district; it’s not much, but they need to believe it’s better than Bloodsalt and need to believe they are better than the nonhuman newcomers to the city.


I am making this thread the official call for people to submit their PC's for consideration of playing in my PbP, which will be 0one Game's Urban Adventure "A Pound of Flesh" set in Freeport. It is a 1st level adventure in a port town that is more investigative than combat oriented.

Here are the details I'm looking for:

- PC's will be chosen based on their back story and perceived ability to be creative and have fun!
- Although it is not necessary to be play, 2 of the 4 characters chosen will be classes from the Pathfinder Freeport Companion.
- I will set Freeport in Golarion, so all of those deities and traits will apply.
- Use the heroic method for ability scores (2d6 and add 6). We will use average HP beyond first.
- Gunpowder will be allowed, but I will use the weapons and rules for that from the Pathfinder Freeport Companion Book.
- The Azhari alternative race from the Freeport Companion will be allowed.
- Please let me know what time zone you reside in.
- Players will be expected to post once a day during the week. Weekends and holidays are not expected but, hey, if you have the time!
- Please let me know if you own the Companion book are not.
- Deadline for PC submission is end of day this Friday, June 10th.

For now I am planning on running just this acclaimed adventure. After it is over, I'll see how much time I have and where to go from there. I am a patron on Open Design's "Streets of Zobeck" and "Dark Deeds in Freeport", so I may continue the PbP with an adventure out of one of those books when this one is over.

Alright, thank you for looking!


I want to run a Freeport campaign sometime in the future with my live group, and I'm thinking about doing a PbP here to get me used to using the campaign setting. So I'm feeling out potential gamers here on the boards. I'm sure it'd be easy to get players, but I want to get at least 2 of the 4 players to use a class from the Pathfinder Freeport Companion (link).

If I do this, I'll be running 0one Games Urban Adventure "A Pound of Flesh" starting a level 1, and have it set in Freeport. We'd use Golarion's gods and have Freeport exist somewhere in Golarion as well. The adventure would be lighthearted fun mixed with a lot of investigation, so creating a power character wouldn't really be much of a benefit.

My question is, are there people out there that have the Companion book or PDF and would like to play? Just feeling people out at this point.

Thanks!


So I plan on running a Freeport live game in about a year or so, but I've never played with Freeport as a setting before. I'd like to play in a Freeport themed game to get some insight into the setting, plus I know it'd just be plain old fun to do!

So, anyone out there who would like to put a Freeport PbP together? We could even just do one of the existing modules out there, it wouldn't need to be a very long adventure.

What about players? I know there has to be people out there who'd like to play in Freeport.


So I see that the official website for Sinister Adventures has expired. It even looks like it is for sale or able to be registered.

So does this signify to us who have ordered products that have been in production for 3 years that we will never see them? How are we supposed to track it, or contact anyone there if we have no way of getting in touch with them?

A lot of people have been getting upset and angry, but I have been quietly waiting, hoping that one day I will see the adventure I paid for and that it would be worth it in the end, but now it looks like I have been a fool.


I have a question for you all. Am I an RPG addict? I think I'm beginning to show the signs. I am currently involved in five campaigns, and considering my sixth.

It's not as bad as it sounds, I don't think. Three of the five I am playing, and the other two I'm the DM (yes I said DM, not GM, get over it!). The three that I'm in as a player are PbP, which doesn't suck up that much time, actually.

The two that I DM are a little intense. We often meet weekly for each campaign(recent addition of kids have squashed my once prolific weekend nightlife). I'm a little too OCD to be a DM I think; one campaign began as Age of Worms and the other as Legacy of Fire, but both quickly morphed into a highly customized campaign. I just can't stand railroading players if they want to go in another direction. But I digress.

So I was about get the wheels turning on DM-ing a new PbP here on the boards when I thought to stop here and seek some advice first. Am I crazy/do I need help? It's for a good cause! I'd like to DM an adventure for my friends who are either out of town/unable to meet for tabletop on the weekends/want to introduce to Pathfinder and the PbP experience.

Any advice?
;)


I have a question for you all. Am I an RPG addict? I think I'm beginning to show the signs. I am currently involved in five campaigns, and considering my sixth.

It's not as bad as it sounds, I don't think. Three of the five I am playing, and the other two I'm the DM (yes I said DM, not GM, get over it!). The three that I'm in as a player are PbP, which doesn't suck up that much time, actually.

The two that I DM are a little intense. We often meet weekly for each campaign(recent addition of kids have squashed my once prolific weekend nightlife). I'm a little too OCD to be a DM I think. One began and Age of Worms and the other as Legacy of Fire, but both quickly morphed into a highly customized campaign. I just can't stand railroading that makes no sense. But I digress.

So I was close to start the wheels turning on DM-ing a new PbP here on the boards when I thought to stop here and seek some advice first. Am I crazy/do I need help? It's for a good cause! I'd like to DM an adventure for my friends who are either out of town/unable to meet for tabletop on the weekends/want to introduce to Pathfinder and the PbP experience.

Any advice?
;)


I've been searching for an answer to my question to no avail, so I thought I'd give it a shot here. When using a wondrous item that has power via an infused spell during item creation that allows for spell resistance, do creatures who have spell resistance get to use that ability against the item?

I have seen several past wondrous items that include spells that allow for spell resistance in their creation description, yet there is no mention of overcoming SR in the item description.

Thanks in advance for any help!


Hey Paizo people, have you thought about doing a monthly (or weekly) podcast? With all of the different projects being turned out each month, it would be great to have a half hour podcast talking about the new and future products.

I understand it takes a little time to put together, but as a podcast junkie I'd love it. Plus, its much easier for a lot of us who work to listen to a podcast instead of combing the boards and blogs all day.

Just a thought!

Great work,
Steve

Full Name

Llewela Oakfield

Race

| HP 21/21 | AC: 18 Touch: 11 FF: 17 | CMB: 5 CMD: 16 | Fort: +4 Reflex: +2 Will: +5 | Init: +5 | Low-Light Perc: +4 SM: +7

Classes/Levels

| Speed 20ft | Blessings: 4/4 Fervor: 3/3| Active Buffs:

Gender

Female CG Half-Elf Warpriest of Milani 3

Size

Medium

Age

23

Alignment

CG

Deity

Milani

Languages

Elven, Common, Sylvan Attacks:

About Llewela Oakfield

Llewela Oakfield: Warpriest of Milani 3

Appearance:

Standing at 5'7", Llewela has a solid build from years of hard work. Her grey eyes reflect a steely resolve, while her chestnut brown hair is usually tied back in a braid or tucked under a scarf. She wears practical, sturdy clothing—thick linen tunic and pants, and leather shoes. When expecting trouble, she dons a battered breastplate. Various cooper tools hang from her belt, cleverly balanced to serve as weapons if needed.

Personality:

Llewela is determined and resilient, driven by her faith in Milani and a burning desire for justice. She is cautious around those whose loyalties she does not trust, but fiercely protective of her friends. Her righteousness ignites when confronting enemies of freedom, and she does not shy away from combat when necessary.

Background:

Llewela Oakfield was born and raised in Kintargo, a city under the shadow of Cheliax's oppressive regime. Her father, Haldir, a skilled half-elven cooper, and her mother, Elaria, an elven herbalist, instilled in her a strong work ethic and an appreciation for nature's healing arts. Despite their modest livelihoods, they ensured Llewela grew up understanding the importance of resilience and self-sufficiency.

From a young age, Llewela felt a sense of dissatisfaction with the world around her. This dissatisfaction grew as she witnessed the injustices perpetrated by House Thrune. She found solace and purpose in her father's workshop, learning the cooper's trade and discovering her own strength.

As a young adult, Llewela's path took a pivotal turn when she met Garren, an elderly priest of Milani, the goddess of hope, devotion, and uprisings. Garren recognized a kindred spirit in Llewela and began secretly training her in the ways of Milani. Under the guise of making deliveries for her father's business, Llewela learned combat, divine magic, the history of rebellions and tales of the Silver Ravens from Garren.

WWhen the new Lord Mayor imposed martial law, Llewela's world grew even darker. Garren disappeared suddenly, and with no knowledge of any other worshippers of Milani in the city, she's been left feeling isolated and vulnerable. But she has just received a mysterious letter telling her to go to the protests, so she is holding on to hope.

Questions:

1. What is your character’s name?
Llewela Oakfield
2. How old is your character?
23
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Half-elf; 5ft 7; solidly built; grey eyes, chestnut hair tied back; Practical clothes, tools/weapons on belt, looks like a woodworker.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Llewela speaks with determination and clarity, often watching others closely. She has a cautious demeanor but warms up to those she trusts. When deep in though she has a habit of tapping her fingers on any nearby wooden surface.
5. Where was your character born? Where were you raised? By who?
Born and raised in Kintago by her parents.
6. Who are your parents? Are they alive? What do they do for a living?
Haldir (half-elf) and Elaria (elf) are both still alive. Haldir is a cooper, Elaria is a herbalist.
7. Do you have any other family or friends?
Garren - Human cleric of Milani (missing);
Dorin - Dwarven blacksmith who supplies metal components to her father's business.
She occasionally has drinks with people who work nearby (woodworkers, wheelwrights, tinsmiths, candlemaker)
8. What is your character’s marital status? Kids?
Single, no kids
9. What is your character’s alignment?
CG
10. What is your character’s moral code?
She is guided by Milani's teachings to protect the downtrodden and inspire hope.
11. Does your character have goals?
To find out what happened to the Silver Ravens, continue Garren's work, and ultimately see Kintargo free from House Thrune's tyranny.
12. Is your character religious?
She follows Milani
13. What are your character’s personal beliefs?
She believes in hard work, the power of rebellion against oppressive forces, the importance of hope, and the need for justice and freedom.
14. Does your character have any personality quirks?
Llewela is idealistic, but also naturally secretive. She is cautious about revealing too much of herself to others.
15. Why does your character adventure? Why would you join the rebellion?
She wants to fight against oppression. The rebellion is how she can do that.
16. How does your character view his/her role as an adventurer?
She is a protector and liberator.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
She has a scar on one hand from a work accident when a blade slipped.
18. How does your character get along with others?
Generally cautious and reserved, but protective and loyal to friends. Gains trust slowly but surely.
19. Is there anything that your character hates?
She hates betrayal, arrogance, and overly spicy foods.
20. Is there anything that your character fears?
Not being able to find allies, losing her loved ones. She also is a bit wary of snakes after an unfortunate incident when she was a young girl.

Statistics:
STR: 16 = Base: 14; Racial: (+2) Half-elf
DEX: 12 = Base: 12
CON: 12 = Base: 12
INT: 12 = Base: 12
WIS: 15 = Base: 15
CHA: 12 = Base: 12

Fort: +4 = Base: +3; CON: +1
Ref: +2 = Base: +1; DEX: +1
Will: +5 = Base: +3; WIS: +2

AC: 18 = Base: (+10); Dexterity: (+1); Armor: (+6) Breastplate; Shield: (+1) Shield, light wooden
Touch: 11
FF: 17

BAB: 2
CMB: 5 = BAB: (+2); Strength: (+3)
CMD: 16 = Base: (+10); BAB: (+2); Strength: (+3); Dexterity: (+1)

Init: +5 = Dexterity: +1; Misc: (+4) Improved Initiative
Speed: 20ft
HP: 21
Languages: Elven, Common, Sylvan

Attacks:

Melee
Masterwork Alchemical Silver Morningstar +6 (1d8+3, x2)
Handaxe +6 (1d6+3, x3)
Dagger +5 (1d4+3, 19-20/x2)
Masterwork Alchemical Silver Morningstar +5 (1d8+5, x2) (Power Attack)
Handaxe +5 (1d6+5, x3) (Power Attack)
Ranged
Shortbow, composite (+1) +3 (1d6+1, x3)
Sling +3 (1d4+3, x2)

Skills:

Acrobatics: -4 = +1 DEX; Misc: (-5) ACP
Appraise: 1 = +1 INT
Bluff: 1 = +1 CHA
Climb: -2 = +3 STR; Misc: (-5) ACP
Diplomacy: 5 = +1 rank; +1 CHA; Misc: (+3) Class Skill
Disguise: 1 = +1 CHA
Escape Artist: -4 = +1 DEX; Misc: (-5) ACP
Fly: -4 = +1 DEX; Misc: (-5) ACP
Heal: 6 = +1 rank; +2 WIS; Misc: (+3) Class Skill
Intimidate: 5 = +1 rank; +1 CHA; Misc: (+3) Class Skill
Knowledge (engineering): 6 = +2 ranks; +1 INT; Misc: (+3) Class Skill
Knowledge (history): 4 = +3 ranks; +1 INT
Knowledge (religion): 7 = +3 ranks; +1 INT; Misc: (+3) Class Skill
Perception: 4 = +2 WIS; Racial: (+2) Keen Senses
Profession (Cooper): 6 = +1 rank; +2 WIS; Misc: (+3) Class Skill
Ride: -4 = +1 DEX; Misc: (-5) ACP
Sense Motive: 7 = +2 ranks; +2 WIS; Misc: (+3) Class Skill
Stealth: 3 = +3 ranks; +1 DEX; Trait: (+1) Historian of the Rebellion; Misc: (+3) Class Skill, (-5) ACP
Survival: 2 = +2 WIS
Swim: -2 = +3 STR; Misc: (-5) ACP

Race Features:
Low-Light Vision (CRB 24): You can see twice as far in conditions of dim light.
Adaptability (CRB 24): You receive Skill Focus as a bonus feat.*
Elf Blood (CRB 24): You are a humanoid with human and elf subtypes and count as both an elf and human for any effect related to race.
Elven Immunities (CRB 24): You are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses (CRB 24): You receive a +2 racial bonus on Perception skill checks.*
Multitalented (CRB 24): You choose two favored classes at first level.


Class Features:
Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (excluding tower shields.) *
Weapon Proficiency: You are proficient with all Simple and Martial Weapons.
Aura (Ex) (ACG 60): You have a particularly powerful aura corresponding to your deity's alignment.
Blessings (Su) (ACG 60) (4 /day): 4 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 13)
  • Liberation (ACG 66): As a swift action, you can ignore impediements to your mobility and effects that cause paralysis for one round. You can activate this blessing even if you are otherwise unable to take actions, but not if you are unconscious.
  • Increased Defense (ACG 67): You can gain a +1 sacred bonus on saving throws and AC for one minute.
Focus Weapon (Ex) (ACG 60): You gain Weapon Focus as a bonus feat.*
Sacred Weapon (Su) (ACG 60): Weapons you wield are charged with the power of your faith. When you wield a Medium version of a Sacred Weapon - your deity's favored weapon or one in which you have Weapon Focus - you may deal 1d6 damage instead of the weapon's normal amount.*
Spontaneous Casting (ACG 61): You may convert the stored energy of a prepared spell into a cure spell of the same level or lower.
Fervor (Su) (ACG 61) (3 /day): 3 times per day, you can draw on your faith to heal wounds, harm foes or quickly cast spells.
-> By touching a creature and expending one use of fervor, you can heal a living creature or harm an undead creature for 1d6 damage. This is a standard action that provokes an attack of opportunity if you use it on another creature, but a swift action if you use it on yourself.
-> You can spend one use of fervor to cast any prepared warpriest spell (with a casting time of 1 round or shorter) as a swift action with no somatic components. You can only target yourself with the spell, even if it could normally affect other or multiple targets.


Traits:
Split-Second Defense (ISG 222): When you are the target of an attack by an opponent that is flanking you, as an immediate action once per day you can foil that opponent’s attack. For that attack, the opponent does not gain any of the bonuses or effects that are associated with flanking.
Historian of the Rebellion (APHR 11): You gain a +1 trait bonus on Stealth checks* and Stealth is a class skill for you.* You can grant a +2 bonus on an Organization check of your choice once you reestablish the Silver Ravens. You can change who gets this bonus at the start of the Upkeep phase.
Veiled Disciple (UCa 61): You gain a +1 trait bonus on Bluff checks made to pass secret messages and a +1 trait bonus on saving throws against charm and compulsion effects.


Feats:
Improved Initiative (Core 127): You get a +4 bonus on initiative checks.*
Cleave (Core 119): As a standard action, make a single attack at full BAB against a foe within reach. If you hit, you deal damage normally and can make an additional attack against a foe that is adjacent to the first and also within reach. When you use this feat, take a -2 penalty to AC until your next turn.
Power Attack (Core 131): 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 to +3 with two-handed weapons, a one handed weapon using two hands, or a primary natural weapon that deals 1.5 strength damage. This bonus to damage is decreased to +1 if you are making an attack with an off-hand weapon or secondary natural weapon. These effects last until your next turn.
Weapon Focus (Handaxe) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.*

Equipment:
Breastplate, Light wooden shield, Handaxe, Masterwork Alchemical Silver Morningstar, Dagger, Composite (+1) shortbow, Sling, 10 x Bullets, Sling, Artisan's Tools, masterwork, Artisian's outfit, Spell component pouch, Backpack, Pouch, belt, Waterskin, Holy Symbol, Wooden, Figurine of Wondrous Power (silver raven), Daredevil Boots

Spells:

Warpriest
0th (DC 12): Light, Create Water, Mending, Resistance
1st (DC 13): Divine Favor, Shield of Faith, Command, Protection from Evil

| HP 21/21 | AC: 18 Touch: 11 FF: 17 | CMB: 5 CMD: 16 | Fort: +4 Reflex: +2 Will: +5 | Init: +5 | Low-Light Perc: +4 SM: +7
| Speed 20ft | Blessings: 4/4 Fervor: 3/3| Active Buffs: