Mercenary Healer

Faith Dagger's page

1,418 posts. Alias of Kevin Hogan.


Full Name

Faith Dagger

Race

Human

Classes/Levels

Warpriest 17

Gender

Male

Size

Medium

Age

his beard is not yet grey

Alignment

NG

Deity

Vildeis

Languages

Aklo, Azlanti, Celestial, Common (Taldane), Infernal, Polyglot

Strength 18
Dexterity 18
Constitution 14
Intelligence 13
Wisdom 20
Charisma 12

About Faith Dagger

Faith Dagger is a large man with a reddish beard. His skin is pale, so the tattoo on his right cheek is highly visible. It’s a scarred breastplate, rendered vividly in reds and golds. His standard clothing is unremarkable -- clerical robes. When girded for battle, he wears a (non-scarred) breastplate and an armored kilt -- and wields a dagger.

Personality/Background:
Faith likes to smash evil. He enjoys swimming. He regularly doubts whether he smashes evil enough and he feels that he hasn't really attained anything worthy of sacrificing in his pursuit of smashing evil. He draws distinctions that the LG followers of Vildeis don't, and that makes him uneasy sometimes. He likes to talk to animals. Ultimately, of course, he will sacrifice his life in the pursuit of smashing evil. It is only right and proper.

Background:
Faith is from the North. He has sacrificed his birth name and he has sacrificed his cold home. These are the meaningful sacrifices he has made in pursuit of destroying evil -- to date.

Faith Dagger
Male Human Warpriest 16
NG Medium Humanoid (human)
Init +8; Senses Perception +25
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Defense
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AC 33, touch 14, flat-footed 29 (+12 armor, +4 shield, +3 Dex, +1 Dodge, +3 natural armor)
hp 199 (17d8+119)
Fort +14, Ref +13, Will +15
Defensive Abilities
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Offense
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Speed 20 ft.
Melee Dagger +18/+13/+8 (2d6+7/17-20/x2)
. . Masterwork Adamantine Dagger +19/+14/+9 (2d6+7/17-20/x2)
. . Masterwork Dagger +19/+14/+9 (2d6+7/17-20/x2)
. . +1 Dagger +19/+14/+9 (2d6+8/17-20/x2)​​​​
. . +2 Dagger +20/+15/+8 (2d6+9/17-20/x2)
. . +2 Merciful Dagger +20/+15/+10 (3d6+9 non-lethal/17-20/x2)​​​​
. . +3 Sacred Dagger +21/+16/+11 (2d6+10/17-20/x2)
.. Eroeme-as-Dagger +2 Intelligent Mithral Monstrous Humanoid Bane +20/+15/+10 (2d6+9/17-20/x2) … vs humanoids +22/+17/+12 (4d6+9/17-20/x2) - Her powers include 30-ft flight and at will true seeing. On loan from Aveshai. Perhaps more accurate to say on loan from Eroeme.
Ranged Thrown Dagger +18/+13/+8 (2d6+7/17-20/x2)
. . Thrown Masterwork Adamantine Dagger +19/+14/+9 (2d6+7/17-20/x2)
. . Thrown Masterwork Dagger +19/+14/+9 (2d6+7/17-20/x2)
. . Thrown +1 Dagger +19/+14/+9 (2d6+8/17-20/x2) … 10’ range increment (20’ for Distance)
. . Thrown +2 Dagger +20/+15/+10 (2d6+9/17-20/x2)
. . Thrown +2 Merciful Dagger +20/+15/+10 (3d6+9 non-lethal/17-20/x2)​​​​
. . Thrown +3 Sacred Dagger +21/+16/+11 (2d6+10/17-20/x2)
Special Attacks extreme fishing, sardonic comment
Spell-Like Abilities
. . 11/day (3 + 1/2 Warpriest level) - Battle Companion, Destructive Attacks, Heart of Carnage, Holy Strike
. . 13/day (Wis + 1/2 Warpriest level) - Fervor (heals, quickens spells, used to channel)
. . 17 rounds/day (Warpriest level) - Sacred Weapon +4
. . 17 minutes/day (Warpriest level) - Sacred Armor +4 (as swift action)

Cleric Spells Prepared (CL 17):

Cannibal Camp:

    6 (2/day)

    5 (5/day)

    4 (5/day)

    3 (6/day)


Traveling on a Boat:

    6 (2/day)

    5 (5/day)

    4 (5/day)

    3 (6/day)


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Statistics
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Str 20, Dex 18, Con 20, Int 13, Wis 20, Cha 12
Base Atk +12/+7/+2; CMB +16; CMD 28
Feats Acrobatic Steps, Alertness, Blind-Fighter, Diehard, Distance Thrower, Dodge, Endurance, Improved Critical (dagger), Improved Initiative, Improved Quick Draw (bonus feat), Lightning Reflexes, Nimble Moves, Quick Draw (bonus feat), Quicken Blessing (Destructive Attacks), Quicken Blessing (Holy Strike), Ready For Anything, Weapon Focus: Dagger, Weapon Specialization: Dagger
Traits Boarded in the Mwangi Expanse, Meditative Rest, Strong Swimmer
Skills Acrobatics +3 (+6 to jump)*, Appraise +1, Bluff +1 (+6 channeling bear), Climb +10*, Diplomacy +5, Disguise +1, Escape Artist +2*, Handle Animal +5, Heal +13, Intimidate +1 (+6 channeling bear), Knowledge (local) +3, Knowledge (nature) +2 (+3 re: jungle), Knowledge (religion) +20, Linguistics +4, Perception +25, Ride +2*, Sense Motive +18, Spellcraft +11, Stealth +2*, Survival +11 (+16 channeling bear, tracking; +21 channeling bear AND tracking), Swim +22*
* Armor Check penalty for (+5 = MW) Agile Breastplate factored in
Languages Aklo, Azlanti, Celestial, Common (Taldane), Infernal, Polyglot
SQ Aura, Blessings (destruction, good) (3 + 1/2 level / day) (DC 10 + 1/2 level + Wis mod), Fervor 6d6 (1/2 level + Wis mod / day), Focus Weapon, Orisons, Sacred Armor +3, Sacred Weapon +3 (1d10)
Other Gear +1 Dagger (Calamity), +2 Dagger (Charity), +3 Sacred Dagger (Cherish), Amulet of Natural Armor +2 (this does not stack with Pakshee tattoo and is earmarked for being given to Pakshee), Antiplague potion, Armored Kilt, Bag of Holding Type III, Bauble (stone, wood, string), Belt of Physical Perfection +6 (Str, Dex, Con), Books (4; 1 play (Love Slaves of the Shackles), 1 poetry (Words From Cold Mountain), 2 bestiaries of the north (Beasts of the Frozen North and The True And Glorious Accounting Of My Sojourn Through The Lands Of Ice And Beasts, Accompanied Only By My Wits And My Faithful Hound And My Paintbrush By Darius Abernathy The Third, Master Of Fox Hounds)), Boots of Speed, Brandy, Clawhand Shield, Daggers (5 - Cecily, Chloe, Clara, Claudia, Cody), +5 Deathless Agile Breastplate, Fishing Tackle, Hammock, Incense of Meditation, Jungle-proof writing stuff (inks, paper), Lamp Oil (10 pints), Lens of Detection, Masterwork Adamantine Dagger (Christine), Masterwork Dagger (Cassandra), +2 Merciful Dagger (Cara), Miner’s Lantern (waterproof), Mirror, 3 Mithral +1 Distance Daggers (Cadence, Celeste, and Constance), Outfit worth 10 GP or less, Pearl (Keshi, Peacock), slightly misshapen Pearl of Power (2nd level), Pearl of Power (3rd level), Ring of Improved Swimming, Rug with bright orange accents (for traveling), Rum (5 bottles), Shrunken Monkey Head, Twine (100’), Waterproof Scroll Tube holds up to 20 scrolls/pages of poetry, 30,490 GP, 8 SP, 5 CP
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Special Abilities
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Acrobatic Steps Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet of difficult terrain each round).
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Companion (Su) At 10th level, you can summon a battle companion. This ability functions as summon monster IV, but its duration is 1 minute, and it works only on 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).
Blind-Fighter In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
Boarded in the Mwangi Expanse You gain Polyglot as a bonus language and receive a +1 trait bonus on all Knowledge (nature) checks regarding the jungle.
Channel Energy (Su) A warpriest can release a wave of energy by channeling the power of his faith through his holy 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 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. 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.
Deathless (on the armor) This armor protects its wearer from harmful negative and positive energy, including channeled energy. The armor absorbs the first 10 points of positive or negative energy damage per attack that the wearer would normally take. The wearer has a 25% chance to ignore negative levels from any attack. Deathless armor does not block healing of any kind and does not protect against positive or negative energy effects that do not deal damage or bestow negative levels.
Destructive Attacks (Su) At 1st level, you can touch an ally and bless it with the power of destruction. For 1 minute, the ally gains a morale bonus on weapon damage rolls equal to half your level (minimum 1). Standard action. Quickened, so may be used as a swift action at a cost of two uses.
Diehard When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
Distance Thrower With a thrown weapon, you reduce your penalty on ranged attack rolls due to range by 2.
Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Endurance You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Fervor (6d6) (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.
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).
Heart of Carnage (Su) At 10th level, you can touch an ally and bless it with even greater destructive power. For 1 minute, the ally gains a +4 insight bonus on attack rolls made to confirm critical hits and has a 50% chance to treat any critical hit or sneak attack against it as a normal hit.
Holy Strike (Su) 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 purpose of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special Ability. Standard action.
Improved Critical: Dagger When using the weapon you selected, your threat range is doubled.
Improved Initiative +4 to Initiative rolls.
Improved Quick Draw You are considered to be threatening all squares within reach of your weapon even if it is sheathed, and can draw your weapon when making an attack of opportunity. When you draw your weapon in this way, you may sheath the weapon without provoking attacks of opportunity after the attack is resolved.
Lightning Reflexes You get a +2 bonus on all Reflex saving throws.
Meditative Rest When you rest, you ignore the first time you are interrupted during that rest for the purposes of determining how long you need to rest in full to regain the capacity to regain spells, provided the interruption lasts no more than 15 minutes. If you cast spells during this interruption, you don’t count these against your daily limit of spells when you wake and prepare spells.
Nimble Moves Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.
Quick Draw You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Quicken Blessing (Destructive Attacks) Choose one of your blessings that normally requires a standard action to use. You can expend two of your daily uses of blessings to deliver that blessing (regardless of whether it’s a minor or major effect) as a swift action instead.
Quicken Blessing (Holy Strike) Choose one of your blessings that normally requires a standard action to use. You can expend two of your daily uses of blessings to deliver that blessing (regardless of whether it’s a minor or major effect) as a swift action instead.
Ready For Anything You can always act in the surprise round even if you fail a Perception check to notice foes, but you are still considered flat-footed until you take an action.
Sacred Armor +3 (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 with 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. 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. (emphasis mine)
Sacred Weapon +3 (Su) At 1st level, weapons wielded by a warpriest are charged with the power of his faith. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. 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 good, he can add ghost touch and holy. 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.
Spirit Bear You can use a move action to channel your guide, granting yourself a +5 sacred bonus to Bluff, Intimidate, Survival.
Strong Swimmer You gain a +2 trait bonus on all Swim checks, and can hold your breath for an extra 2 rounds when underwater.
Warpriest Proficiency You are proficient with simple and martial weapons, the favored weapon of your deity, all armor, and shields (except for tower shields).
Weapon Focus: Dagger You gain a +1 bonus on all attack rolls you make using the selected weapon.
Weapon Specialization: Dagger You gain a +2 bonus on all damage rolls you make using the selected weapon.

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Loot Claim
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masterwork dagger etched with crossed praying mantis claws (150 gp)
+1 dagger (1150 gp)
fine brandy from the Jenivere (50 gp)
6x topless mermaid rum (10 gp each)
Ring of Swimming (1250 gp) ← for Pakshee since Faith has the Improved Ring
Amulet of Natural Armor +1 (1000 gp)
+2 dagger decorated with skull & crossbones (4150 gp)
waterproof scroll tube (250 gp) holds up to 20 scrolls
incense of meditation (2450 gp)
Alexandrite (400 gp)
Chrysoberyl (110 gp)
Moonstone (30 gp)
Moonstone (50 gp)
unholy symbol of Ydersius (12 gp)
amulet of natural armor +2 (4000 gp)
belt of physical might +2 (STR, CON) (5,000 gp)
Clawhand Shield (4,158 gp)
+3 sacred dagger (16,100 gp)
pearl of power (2nd level) (2,000 gp)
Ring of swimming, improved (5000 gp)
Ring of Protection +4 (16,000 gp) ← for Pakshee
Boots of speed (6,000 gp)
belt of physical might +4 (Str, Dex) (20,000 gp)
+2 breastplate (2,175 gp)
3x mithral +1 distance daggers (4,251 gp each)
lens of detection (1,750 gp)

= 99,048 gp

Favored Class: Warpriest
FCB: 5/6 of bonus combat feat (cashed in first 6/6 and second 6/6)

Faith’s tattoo is +3 Natural Armor

Remaining Today:

A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Faith is down 0 (of 199) HP. Used 2 (of 13) Fervor. 4 (of 11) Blessing. 1 (of 7) Shield of Faith (L1). 1 of (6) L2 spell (PFE Communal). 2 (of 5) L3 spell (2 Channel Vigor - Limbs slotted). 1 (of 5) L4 spell (1 Tongues slotted, 2 Blessing of Fervor). 0 (of 5) L5 spell (Breath of Life). 0 (of 2) L6 spell (Heal). 3 (of 17) Sacred Armor. 5 (of 17) Sacred Weapon. 5 (of 10) rounds Haste from Boots. 0 (of 1) uses of L2 Pearl of Power. 0 (of 1) uses of L3 Pearl of Power.

Battle Companion at L16 can be summoned up to Summon Monster VII

Damage to your Strength score causes you to take penalties on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The Ability Damage penalty also applies to your Combat Maneuver Bonus (if you are Small or larger) and your Combat Maneuver Defense.
If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Character Sheet Scratch Stuff:

Ranks:

Acrobatics 1, Climb 2, Diplomacy 1, Handle Animal 1, Heal 5, Knowledge (local) 2, Knowledge (nature) 1, Knowledge (religion) 17, Linguistics 3, Perception 11, Sense Motive 8, Spellcraft 7, Survival 3, Swim 6

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).

Armor check penalty skills are Acrobatics, Climb, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, Stealth, and Swim.

2 + Int (+1 for human) skill ranks per level ( = 4)

HP is half hit-die on even level, half plus one on odd level

Agile Breastplate reduces AC Penalty on Climb and Acrobatics checks made to jump (from -4 to -1). Magic = MW drops the -4s to -3s and the -1s to -0s.

http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-cleric

CMB = BAB + Str + Size

CMD = 10 + BAB + Str + Dex + size + misc

Combat Casting as a regular feat?

Lev 17 - Channeled Revival?

Traveler’s Ring (~1600 GP)

Shrunken Monkey Head: The bearer of this shrunken monkey head can use it to cast dispel evil. While the spell is in effect, the bearer can make a melee touch attack with the head to banish an evil creature from another plane back to its home plane, or dispel one evil spell or one enchantment spell cast by an evil creature. This use discharges and ends the spell. When the spell ends, the fetish becomes a normal, nonmagical monkey head.

For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature’s negative levels equal or exceed its total Hit Dice, it dies.

Damage to your Strength score causes you to take penalties on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The Ability Damage penalty also applies to your Combat Maneuver Bonus (if you are Small or larger) and your Combat Maneuver Defense.

L3 Cleric: Channel Vigor (Limbs) - Haste

3 vials of anti-plague....