About Geist-SanGeist the Bloody
Class Abilities:
War Priest - Aura: 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). - 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. 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 +2 enhancement bonus.
An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative 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.
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.
The first time a pain taster performs a particular torture routine, she must spend 1 hour inflicting self-harm using materials that cost 2,000 gp. The method of self-torture is detailed in the routines below. After performing a routine for the first time, she can subsequently perform a less strenuous version of that routine to gain its benefits for 24 hours without needing to expend any further money on torture implements, ritual incense, and pain heightening drugs. If the pain taster wishes to change her routine, she must spend 2,000 gp when first performing the new ritual. She must pay this cost each time she changes her routine, even if returning to a routine she had previously paid for. A pain taster can benefit from only one routine at a time. At 5th level, when using her masochism ability, the pain taster can combine two of her daily routines into one. The pain taster must still self-inflict the combined amount of hit point damage for both routines, though she can perform both routines simultaneously in 1 hour. When she does so, she gains the benefits from both routines (a pair of +2 enhancement bonuses). To gain access to a second routine for the first time or to change out one of the paired routines, the pain taster must still perform the new routine’s initial torture session in full, and must pay the cost for it. Disciple of Acuity: By spending an hour reciting a lengthy series of mantras while clutching a length of razor-edged metal, the pain taster gains a +2 enhancement bonus to Intelligence for 24 hours. The initial torture session for this routine involves making dozens of arterial incisions and writing the mantras in blood.
Additionally, a pain taster can deal lethal damage to herself at any time to gain a bonus on attack and damage rolls. Doing so is a swift action that deals 2 points of damage to the pain taster, does not require an attack roll, and bypasses any damage reduction the pain taster possesses. For 1 round, the pain taster gains a +1 morale bonus on attack rolls and a +2 bonus on damage rolls. Every 3 levels thereafter (4th, 7th, and 10th), the amount of damage the pain taster deals to herself increases by 2 and the resulting bonus she receives on damage rolls increase by 1 (to a maximum of 8 points of self-inflicted damage and 5 points of bonus damage to other targets at 10th level). At 7th level, the bonus on attack rolls gained when using this ability increases to +2.
Anytime the pain taster is dealt bleed damage, she reduces the amount of damage taken by 1 per pain taster level (minimum 0). When taking Constitution damage as a result of blood loss (such as a stirge or a vampire’s bite), a pain taster reduces the amount of ability damage dealt by an amount equal to half the pain taster’s class level (minimum 0). As an immediate action, a pain taster can delay the onset of injury or contact poisons by succeeding at a Will save. The DC of this check is equal to the poison’s save DC. If the save is successful, the poison’s initial and secondary damage are both delayed by 1 minute per pain taster level.
Feats:
Feats Racial: Endurance 1st Level: Great Fortitude Bonus: Weapon Focus(Whip) 3rd Level: Toughness Bonus: Weapon Finesse 5th Level: Improved Initiative Bonus: Whip Mastery 7th Level: Combat Reflexes 9th Level: Lunge 11th Level: Dodge Class Skills:
Climb (Str), Craft (Int), Disguise (Cha), Diplomacy (Cha), Escape Artist (Dex), 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). Skill Points Total: 3 per level Heal +18 (11 rank +4 Wis +3 Trained) Intimidate +9 (6 rank +0 Cha +3 Trained) Sense Motive +13 (6 rank +4 Wis +3 Trained) Perception +10 (6 rank +4 Wis) Profession(torturer) +11 (4 Ranks +4 Wis +3 Trained) Traits:
1st : Reactionnairy 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. 2nd : Magical Knack +2 Caster Level(not to add spells) Gear:
Combat Gear - +1 Agile Whip - +1 Mithral Breastplate - +1 Buckler - Normal Dagger Other Gear - Amulet of Natural Armor +2: +2 Natural Armor Bonus to AC - Ring of Protection +2 : +2 Deflection Bonus to AC - Cloak of Resistance +3 : +3 Bonus of all Saves - Belt of Dexterity +2 : +2 Bonus to Dexterity - Headband of Aspiring Wisdom +2 : +2 Bonus to Wisdom - Sleeves of Many Garments -Bag of Holding (166/500)(1 full human, in parts) Money 0 PP 0 SP 40 738 GP 0 PP Survival Gear Ioun Stones
Spells:
Caster level : 13 Concentration bonus +13 SR bypass bonus +13 Rod of reach (normal) - 0th ∞/day, DC 14: Known spells Detect Magic Detect Poison Bleed Read Magic - 1st 6/day, DC 15: Known spells Deathwatch Remove Sickness (2) Divine Favor(2) Obscuring Mist - 2nd 6/day, DC 16: Known spells
- 3rd 5/day, DC 17: Known Spells
- 4th 4/day, DC 18: Known Spells
Blessings (4+4) times per day
Legacy Weapon:
Omen When not in use, the whip seems like a regular weapon of its kind, albeit a particularly violent example. However, when wielded in battle, the whip seems to move with a life of its own and always seems to wander towards the nearest living being in reach besides its master. Additionally, after battle, the whip is never stained by blood or gore; it simply seems to suck it up as sand does to water. Tier 1 Powers
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