Oloch

Freire's page

100 posts. Organized Play character for Xathos of Varisia.


Full Name

Freire

Race

AC 20 T 10/FF 20 | CMB +7 CMD 17 | HP 34 | Init +6 | Fort 7, Ref +2, Will +8 |

Classes/Levels

Perception +4 | Speed 20 ft | Darkvision

Gender

Male LG Half-Orc Warpriest 4

Memorized Spells:
L0: Detect Magic, Guidance, Resistance, Stablize. L1: Bless x2, Remove Fear, Shield of Faith. L2: Burst of Radiance, Bull's Strength

Size

Medium

Age

17

Alignment

Lawful Good

Deity

Iomedae

Location

Andor

Languages

Common, Orc

Strength 19
Dexterity 10
Constitution 14
Intelligence 9
Wisdom 16
Charisma 7

About Freire

Friere
Male Half-Orc (Taldan) warpriest 4
LG Medium humanoid (orc, human)
Init +6, Senses darkvision (60 ft.); Perception +4
Aura aura of good, aura of law,
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DEFENSE
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AC 20, touch 10, flat-footed 20 (+10 armor, )
hp 34 ((4d8)+3)
Fort +7, Ref +2, Will +8

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OFFENSE
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Speed 20 ft.
Melee +1 greatsword, mw +9 (2d6+7/19-20)
Melee morningstar +7 (1d8+4)
Melee dagger +7 (1d4+4/19-20)
Ranged dagger (thrown) +3 (1d4+4/19-20)
Ranged chakram +3 (1d8+4)
Special Attacks Sacred Weapon,

Prepared Spells
Warpriest (CL 4th; concentration +6)
2nd-burst of radiance, bull's strength
1st-bless x2, remove fear shield of faith(DC 14)
0th-detect magic, guidance, resistance(DC 13), stabilize(DC 13)
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TACTICS
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STATISTICS
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Str 19, Dex 10, Con 14, Int 9, Wis 16, Cha 7,
Base Atk +3; CMB +7; CMD 17
Feats Endurance, Improved Initiative, Weapon Focus (Greatsword}, Power Attack, Cleave
Skills Perception +4,
Traits Focused Mind, Reactionary,
Languages Common, Orc
SQ aura, aura of good, aura of law, blessings, bonus languages, darkvision, focus weapon, holy strike, mystic, orc blood, orisons, sacred tattoo, shaman's apprentice, spontaneous casting, war mind, weapon and armor proficiency, weapon familiarity,
Combat Gear Wand of Cure Light Wounds (49 charges), alchemist's fire (2), Holy Water, flask (2), meals (trail rations/per day) (5),
Other Gear +1 mw greatsword, +1 mw full plate, peasant's clothing, belt pouch, backpack, common, bedroll, crowbar, flint and steel, grappling hook, common, hammer, piton (6), rope (silk/50 ft.), sack (2), waterskin (filled), whetstone, morningstar, dagger, chakram (7),
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SPECIAL ABILITIES
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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).

Aura of Good (Ex) You project a faint good aura.

Aura of Law (Ex) You project a faint lawful aura.

Blessings (Su) You can call upon the power of your blessings 3 times per day. The DC for these blessings is 13

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.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

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).

Focus Weapon (Greatsword)

Good Blessing

Holy Strike (Su) 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.

Mystic Orc shamans are brutal teachers who sometimes kill or maim their most promising students in order to eliminate what could be a potential rival. Half-orcs who survive years of abuse by an orc shaman master are deeply scarred and altered by the experience. Shaman trainees learn early that cunning and luck are often the only things that offer a chance of survival. They have the shaman's apprentice and tribal tattoo alternate racial traits.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orisons Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table 1-14. These spells are cast as any other spell, but aren't expended when cast and can be used again.

Reactionary 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. You gain a +2 trait bonus on Initiative checks.

Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.

Sacred Weapon (Su) Sacred weapons (including his deities favored weapon and all weapons with Weapon Focus) can do base 1d6 damage instead of the weapons normal base damage. 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 D. 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.

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.

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

War Blessing

War Mind (Su) 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.

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.

Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.