Elf Archer

Faeran's page

241 posts. Organized Play character for JAF0.


Full Name

Faeran Everlove

Race

half-elf warpriest/3 | -8 | image

Classes/Levels

skills:
acro 1, bluff 2, climb 1, diplo 7, heal 3, know relgion 5, know engrg 5, perc 9, prof 9, sm 7

Gender

hp 14/24; AC 14 t11 f13; F 4, R 2, W 6(8 ench); bab 2 +3 melee +4 range; cmb 3 cmd 14; init +1, blessings 4/4 fervor 4/4 wand clw 37, folio reroll 1/1 |

Alignment

NG

Deity

Arshea

Location

pfs # 52335-8

Languages

common, elven, celestial

Occupation

faction: liberty's edge

Strength 12
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 16
Charisma 15

About Faeran

pic of Faeran

half elf racial abils:

Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-elves are humanoid creatures with both the human and the elf subtypes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

warpriest basic 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.

Spell Casting (Divine) 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. 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 Warpriest. In addition, he receives bonus spells per day if he had a high Wisdom score.

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.

Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table Warpriest. These spells are cast as any other spell, but aren't expended when cast and can be used again.

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.

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).

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.

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.

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).

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. 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.

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.

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.

1d6 4/day

blessings:

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).

Liberation Blessing

Liberation (minor): At 1st level, for 1 round as a swift action, you can ignore impediments to your mobility and effects that cause paralysis (as freedom of movement). You can activate this blessing even if you're otherwise unable to take actions, but not if you're unconscious.

Freedom's Shout (major): At 10th level, as a swift action you can emit a 30-foot aura that affects all allies with the liberation blessing described above. This effect lasts for 1 round.

traits:

Deadeye Bowman Benefit(s) When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.

Charming Blessed with good looks, you've come to depend on the fact that others find you attractive. Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

feats:

Skill Focus profession: sexual partner (bonus feat)

Weapon Focus Long Bow (bonus feat)

Lightning Reflexes You have faster reflexes than normal. Benefit: You get a +2 bonus on all Reflex saving throws.

point blank shot +1 hit and dmg within 30'

precise shot no penalty for firing into melee. (bonus feat)

spells:

4 0-lvl dc 13 Guidance, Stabilize, Enhanced Diplomacy (+2 comp bonus on one diplo or intim. check dur 1 min/lvl), Resistance

4 1-lvl dc 14 Bless, Tap Inner Beauty (+2 all cha skill and abil checks 1 min/lvl) x, Magic Weapon, Comprehend Languages

equipment:

flint&steel/tinderbox
waterskin
backpack
50' rope
composite longbow +1 str, 35 arrows, 2 quivers
20 cold iron arrows quiver
20 silver arrows quiver
flail
leather armor
androgynous clothes, with diaphanous sashes
wand clw 50 chgs
2 flasks acid
2 alchemist fires

Wand of protection from evil (7 charges) (not purchased... for this mod only)

introduction/appearance/background:

A half elf enters, with silver-white hair gleaming in the light. Faeran wears black leather armor and is equipped with a long bow and a flail. A myriad of colorful sashes are tied around the waist of this enigmatic figure. The most striking feature, though, is the fact that he ... or is it she?... is of indeterminate gender. Even the voice, when finally a self-introduction comes, is impossible to pinpoint as male or female. "Hello.. I am Faeran." says the half-elf, speaking softly. "I bring blessings of Arshea."

*****

"My life has been nothing as exciting as yours. My parents still reside in Greengold, where I was born. When I was young, my mother owned a small restaurant... We were far from wealthy, but we ate well. She's a wonderful cook. My father is a master craftsman, a maker of bows. He taught me to shoot well, and a little of his art, but I'm afraid I'm not very good at the craft side of it... I did love playing in his workroom as a child. My parents sent me to a succession of schools, but I really had no head for advanced learning or magical arts. I was what you'd call a dissolute youth. They sort of gave up on me for a while, but I had an uncle, my mother's brother, who guided me to the teachings, such as they are, of Arshea. I have been an avid follower since. Freedom of spirit, of body... freedom to love indiscriminately if desired... all of these things suit me well. I joined the Society because I thought it would be a good way to meet interesting people, and it has. See? I met you!"

Arshea:

Arshea
(Deity)
Titles Spirit of Abandon
Host of Delectation
Home None permanent
Alignment Neutral good
Portfolio Freedom
Physical beauty
Sexuality
Worshipers Courtesans, painters,
the repressed, sculptors, sexual partners
Cleric Alignments LG, NG, CG, N
Domains Charm, Good, Liberation, Strength
Subdomains Agathion, Freedom, Love, Lust
Favored Weapon Flail
Symbol Figure with colorful sashes
Sacred Animal Swan
Sacred Colors Purple, white

The angel Empyreal Lord Arshea (pronounced AHR-shey) is a champion of the repressed and weary, providing mortals deliverance from their bonds. This liberation applies to many of Arshea's worshipers, who often choose to ignore conventional gender identities, eventually choosing one that fits them best.

Appearance

Arshea is androgynous and has been depicted as both male and female, but in either case, always dressed in many-colored veils of gossamer. Arshea has a perfect face, a lithe body, and wings of gray and blue.
Church of Arshea

The Spirit of Abandon's temples are most likely found in artist's studios, burlesque parlors, and dance halls. Arshea's most devout followers endeavor to achieve sexual release daily (either solo or with partners), praise the beauty of the partners and self, and pray to Arshea while naked.

Arshea's favored minions are aasimar enchanters, astral devas, and good-aligned nymphs.

The cult of Arshea has a long association with Magnimar.