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About FalcataniaName: Falcatania Halforcington
Background:
Falcatania certainly has a background. It’s mysterious. *spooky music here*
Spells:
Orisons (5): Create Water, Detect Magic, Guidance, Light, Resistance Level 1 (5/5): Air Bubble, Remove Sickness, Shield of Faith Level 2 (4/4): Lesser Restoration, Resist Energy Daily Resources:
Blessing: 5/6 blessings Fervor: 4/5 uses Sacred Weapon: 6/6 rounds Defense:
AC 10 + 2 Dex +8 Armor = 20 TAC 12 FF 18 HP 8 + 5x5 + 12 Con = 45 Fort +9 Ref +6 Will +9 Special Defenses: +4 bonus on checks to avoid nonlethal damage. Offense:
Melee Standard Attack: +1 Keen Falcata (S) +12 (1d8 + 9/17-20 x3) To Hit Modifiers: +4 BAB +5 STR, +1 WF, +1 Enc, +1 WT Damage Modifiers: +5 STR, +2 WS, +1 Enc, +1 WT Two Handed +1 Keen Falcata (S) +12 (1d8 + 11/17-20 x3) Full first fight buffs, two handed, power attack Keen Falcata +1 (S) +17 +17 (2d6 + 26/17-20 x3) Unarmed Strike (B) +9 (1d3 + 5/x2)
Statistics:
-------------------- STR 20 (+5); 17 +2 R +1 L4 DEX 15 (+2); 15 CON 14 (+2); 14 INT 11 (+0); 11 WIS 14 (+2); 14 CHA 6 (-2); 6 BAB +4 CMB +9 CMD 21 Move 20 feet Powers and Abilities:
Blessing: War Mind: Standard Action, Touched Character chooses +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws at the start of each round for 1 minute. Fervor: Swift action to heal self for 2d6 or standard action to harm undead for 2d6 (no save, provokes AoO.) Or Swift action to cast a spell, ignoring Somatic Components and without provoking AoOs. Sacred Weapon: Swift action to give a weapon an extra +1 or other traits for the round. Continues until free action to stop or rounds run out. Can be used on a second weapon, but that takes another round and both burn rounds at once. Spontaneous Casting: Spells slots can be used for cure spells.
Feats:
Exotic Weapon Proficiency: Falcata Level One (1) Improved Unarmed Strike Warpriest of Irori Weapon Proficiency (1) Weapon Focus: Falcata Sacred Weapon Warpriest Class Feature (1) Endurance Half-orc Racial Trait (1) Two Weapon Fighting Level Three (3) Improved Initiative Level Three Bonus Feat (3) Craft Magic Arms and Armor Level Five (5) Advanced Weapon Training: Trained Initiative Level Six Bonus Feat (6) Weapon Specialization: Falcata Favored Class Bonus Level Six Bonus Feat (6) Traits:
Reactionary Combat: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. Benefit: You gain a +2 trait bonus on initiative checks. Fate’s Favored Faith: The fates watch over you.
Skills:
12 ranks +12 Background = 24
*Acrobatics +2 Dex +3 Class +1 Rank -5 ACP = +1 (1) Appraise +0 Int = +0 Bluff -2 Cha = -2 *Climb +5 Str +3 Class +1 Rank -5 ACP = +4 (1) *Craft (Armor) +0 Int +3 Class + 6 Ranks = +9 (6) *Craft (Weapons) +0 Int +3 Class +6 Ranks = +9 (6) *Diplomacy -2 Cha = -2 Disable Device NA Disguise -2 Cha = -2 Escape Artist +2 Dex -5 ACP = -3 Fly NA *Handle Animal NA *Heal +2 Wis = +2 *Intimidate -2 Cha = -2 Knowledge (Arcana) NA Knowledge (Dungeoneering) NA *Knowledge (Engineering) NA Knowledge (Geography) NA Knowledge (History) NA Knowledge (Local) NA Knowledge (Nature) NA Knowledge (Nobility) NA Knowledge (Planes) NA *Knowledge (Religion) +0 Int +3 Class +1 Rank = +4 (1) Linguistics NA *Perception +2 Wis +3 Class +6 Rank = +11 (6) Perform -2 Cha = -2 *Profession NA *Ride +2 Dex -5 ACP = -3 *Sense Motive +2 Wis +3 Class +1 Rank = +6 (1) Sleight of Hand +2 Dex -5 ACP = -3 *Spellcraft +0 Int +3 Class +1 Rank = +4 (1) Stealth +2 Dex -5 ACP = -3 *Survival +2 wis = +2 *Swim +5 Str + 3 Class +1 Rank -5 ACP = +4 (1) Use Magic Device NA Languages:
Common, Orc Racial Traits:
Fey Thoughts (Acrobatics, Perception): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity. Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity. Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait. Darkvision: Half-orcs can see in the dark up to 60 feet. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Arsenal Chaplain Class Features:
Weapon and Armor Proficiency: 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. 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. 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. War Blessing (Su): An arsenal chaplain must choose War as his blessing, and can do so even if it is a domain not normally granted by his deity. He does not receive a second blessing. At 7th level, an arsenal chaplain gains Quicken Blessing (War) as a bonus feat even if he does not meet the prerequisites, but cannot grant a War blessing to himself as a swift action with Quicken Blessing until he is at least 10th level. At 13th level, an arsenal chaplain can use the War blessing on an ally at a range of up to 30 feet by spending an additional use of the blessing ability. At 16th level, an arsenal chaplain can use the War blessing on a second target with a single use of the blessing ability. At 19th level, an arsenal chaplain can use the War blessing on any number of targets at once with a single use of the blessing ability. This ability alters blessing and replaces sacred armor. War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round. Focus Weapon (Falcata): 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): The base damage of an arsenal chaplain’s sacred weapon does not increase above 1d6. This ability alters sacred weapon. 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. 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. 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. Weapon Training (Heavy Blades) (Ex): At 5th level, an arsenal chaplain gains weapon training as per the fighter class feature, but the benefits of this weapon training apply only to the his sacred weapons (weapons with which the warpriest has taken Weapon Focus). This ability replaces channel energy. Favored Class Bonus: Gain 6/6 of a new bonus combat feat.
Equipment:
Armor: Masterwork O-yoroi (+8 Armor, Max Dex +2, ACP -5, 617 gp) Weapons: +1 Keen Falcata (4106 gp), Longbow (75 gp), 40 arrows (2 gp) Potions: (in belt pouch) Alchemist CL 1 Enlarge Person Scrolls: (in Scroll Cases) Cleric CL 5 Bull’s Strength Wand: (in Backpack) Cleric CL 1 Cure Light Wounds 50/50 charges (750 gp) Alchemical Items: (in belt pouch) Acid Flask x6 (15 gp x6), Alchemist’s Fire x6 (20 gp x6) Mundane Items: Belt Pouch (1 gp), 100 feet of silk Rope (20 gp), Grappling Hook (1 gp), Masterwork Backpack (50 gp), Scroll Case x5 (1 gp x5), Wooden Holy Symbol (1 gp), Smoked Goggles (10 gp), Crowbar (2 gp), Balancing Pole (15 foot, 8 sp), 24 gp, 2 sp
Preparation before the first fight:
Round 1: Read Scroll of Magic Vestment (+5 Armour Enhancement 20 hours) Round 2: Drink Potion of Barkskin (+5 Natural Armor Enhancement 120 minutes) Round 3: Drink Potion of Heroism (+2 Morale to Hit, Saves, Skills for 40 minutes) Round 4: Cast Shield of Faith (+3 Deflection to AC for 6 minutes) Round 5: Read Scroll of Bull’s Strength (+4 Enhancement to Str for 5 minutes) Round 6: Activate Blessing: War Mind (+1 Insight to Hit, +1 Dodge to AC or +10 to base movement for one minute, choose which at the start of each round.) Round 7: Drink Potion of Long Arm (+5 foot reach for one minute) Round 8: Read Scroll of Divine Favor (+2 Luck to Hit and Damage for one minute) Round 9: Drink Enlarge Person (+2 Size to Str, -2 Size to Dex, -1 to AC, -1 to Hit, Reach: Net: +1 Damage, -2 to AC, Reach for one minute) Round 10: Read Scroll of Channel Vigor (various choices, but haste by default for 6 rounds) First round of Combat: Fervor to cast Weapon of Awe as a swift action. Total Enhancement: +13 to AC, +2 to Fort and Wil, +3 to Ref, +8 to Hit, +5 damage (+3 from Str), Large, 15 foot reach, +4 Str, -2 Dex, +2 to Skill checks, Blessing’s floating bonus (start in listed AC as fight opens), hasted For second fight, add the see invisible, delay poison and weapon of awe unless they were used during the first fight. For every fight after cast resistance, refresh blessing, long arm, divine favor, enlarge person, channel vigor. Heal with wand, remove fear, refresh shield of faith, bull’s strength and weapon of awe as needed. Unbuffed Header:
Alternate Header when buffing is complete the first round
Round 1 of the Fight timers on buffs: Shield of Faith: 4 minutes, 3 rounds
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