![]() About Flynser BarshireM Halfling Warpriest 1
Aura (NG): A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment Blessings: 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: t 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 (see Table 15–9 on page 469 of the Core Rulebook). 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. 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 Evil 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. 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. -------------------- STATISTICS -------------------- Str 8 (-1), Dex 16 (+3), Con 14 (+2), Int 12 (+1), Wis 16 (+3), Cha 10 (+0) Base Atk +0; CMB -2; CMD 11 Feats: Divine Fighting Technique (Sarenrae), Weapon Finesse, Weapon Focus (Scimitar) Racial Traits: Fearless, Halfling Luck, Low Blow, Fleet of Foot, Weapon Familiarity Traits: Envoy of Healing (Religion), Sandpoint Faithful (Campaign) Skills: Heal +7, Intimidate +4, Knowledge (Engineering) +5, Knowledge (Religion) +5, Profession (Soldier) +7 Languages: Celestial, Common, Halfling
Carrying Capacity Light 19.5 Medium 39.75 Heavy 60
Background:
The grueling journey was near its end. The small group was only a few days outside of Sandpoint. Flynser Barshire sat on watch in the early hours of the morning. The church sent the young halfling as a guard and assistant to an aging cleric making a pilgrimage to the great shrines and temples of Sarenrae. The final destination of the journey was the city of Sandpoint to attend the consecration of the cathedral there.
Unfortunately, Flynser's charge had passed away in her sleep two weeks away from Sandpoint. Flynser decided to continue on to Sandpoint with the cleric's body and see her interred at the cathedral; Saranrae's faithful desrved more than a wilderness burial. But the caravan had faced more challenges after the cleric's death. Having departed Kelesh thirty strong, the party had been reduced to ten--half of them sick with disease. Flynser was looking forward to reaching Sandpoint; a bustling, livin city to dispel the pall of death that had settled over their journey. A figure emerged from the darkness surrounding the wagons. A soft voice called out. "Flyn, Piter has succumbed. Can you help wrap the body?" Flyn sighed, looked out across the hills and plains in the brightening morning light. The sea was there in the distance, and on the coast, Sandpoint. Only two more more days, he thought. We can make it that far. He rose and went to minister to Piter, adding his corpse to the wagon now solely devoted to the wrapped bodes of the dead. |