Harpram Gavers

Galin Solatar's page

353 posts. Alias of Dragonflyer1243.


Full Name

Galin Solatar

Race

M Half Elf Warpriest 7/Fighter(Dervish of Dawn)7 (HP 97/97| AC:23 | T:18 | FF:16 | CMB: 8| CMD:25 | Fort:+9 | Ref:+11 | Will:+11 | Init:+7| Perc:+15 | Speed 60)

Alignment

NG

Strength 14
Dexterity 24
Constitution 14
Intelligence 10
Wisdom 14
Charisma 10

About Galin Solatar

Stats:
Male Half-Elf Wapriest of Arqueros 7/Fighter(Dervish of Dawn) 7
Mythic Champion Tier 2
NG Medium Humanoid (Human, Elf)
Init +7; Senses Low-Light Vision; Perception +15
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Defense
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AC 23, touch 18, flat-footed 16
HP 97/97
Fort +9, Ref +11, Will +11(+2 vs. enchantment, +2 vs fear)
CMD 25
Blessings 5/6
Fervor 6/6(2d6)
Mythic Power 9/9
Surge 1d6
Sacred Armor +1 7/7
Child of the Crusade reroll 1/1
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Offense
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Speed 60 ft.
Melee
Rapier +17/12 (1d8+8/18-20)
Range
Longbow +18/13 (1d8+4/X3)
When using all feats: +15/15/15/10(2d8+18/2d8+18/1d8+9/1d8+9)
BAB +7
CMB +8
Sacred Weapon +1 7/7
Weapon Training +1(Bows)
Cast Align Weapon(Good or Law) as a standard action 3/3
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Statistics
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Str 14, Dex 24, Con 14, Int 10, Wis 14, Cha 10
Skills(ACP=0): Climb +6, Diplomacy +4, Knowledge (Dungeoneering) +4, Knowledge(Religion) +4, Perception +15, Ride +11, Sense Motive +7, Spellcraft +6, Stealth +11
Feats: Weapon Focus(Rapier), Skill Focus(Perception), Weapon Finesse, Fencing Grace, Point-Blank Shot, Power Attack, Precise Shot, Mythic Precise Shot, Weapon Focus(Longbow), Rapid Shot, Mythic Rapid Shot, Manyshot, Mythic Manyshot, Deadly Aim
Traits: Fate’s Favored, Child of the Crusade, Desperate Focus, Overprotective(Drawback)
Blessings: Good, Protection
Aura-Good/Lawful
Path Abilities: Impossible Speed, Extra Mythic Power
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Spells-CL 7st, Concentration +11
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Cantrips
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Light; Detect Magic; Read Magic, Mending
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Lvl 1 Spells
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Bless(x), Divine Favor, Protection from Evil(x), Divine Favor, Entropic Shield(x)
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Lvl 2 Spells
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Ironskin(x), Lesser Restoration, Resist Energy, Weapon of Awe(x)
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Lvl 3 Spells
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Dispel Magic
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Special Abilities
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Child of the Crusades: Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. The PC gains a +2 trait bonus on Will saves. Whenever he successfully saves against a mind affecting effect from a demon, as an immediate action the PC can expend one use of mythic power to cause the demon to become staggered for a number of rounds equal to the PC's mythic tier. The demon can reduce this effect to 1 round by making a successful Will save (DC = 10 + the PCs' mythic tier + the PC's Charisma modifier).
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.
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).
Protection Blessing: Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.
Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.
Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Burst of Speed (Ex): At 3rd level, a dervish takes only a –1 penalty to her AC after charging. At 7th level, the dervish can charge with no penalty.
Desert Stride (Ex): At 7th level, a dervish can move through 10 feet of difficult terrain each round as if it were normal terrain. This benefit stacks with the benefits provided by the Acrobatic Steps and Nimble Moves feats.
Sacred Weapon: 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.
Sacred Armor (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 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.
Hard to Kill: Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Fleet Charge: As a move action, you can expend three uses of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round.
Impossible Speed: Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.
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Gear
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+1 Parade Armor
+1 Buckler
+1 Cold Iron Rapier
+1 Longbow(Composite +2)
1 Flail
100 Arrows
20 Silver Arrows (was 20)
20 Cold Iron Arrows(was 20)
1 Vial of Acid
Warpriest’s Kit
+2 Cloak of Resistance
+1 Ring of Protection
+2 Belt of Physical Might(Dex and Strength)
2 Potions of CLW
Scale of Sacred Weaponry
60 gold in consumables(2 clw potions and a vial of acid)
450 Gold

Battle Prep/Current Buffs:

+1 Attack
+2, +1d6 Damage
+4 AC
Saves
20% miss rate on projectiles

7 minutes
Bless-+1 morale to Attack(all)
Entropic Shield-20% miss rate to ranged attacks(me)
Ironskin-+4 Natural AC Bonus
Weapon of Awe-+2 sacred damage
1 minute
Divine Favor-+2 luck bonus to attack/damage
Blessing of Good-+1d6 damage
Protection Blessing-+1 sacred bonus throws, + sacred bonus to AC