Fighter

Geist-San's page

No posts. Alias of El Gambinator.


Full Name

Geist the Bloody

Race

Human

Classes/Levels

Warpriest 5 ; Pain Tester 6

Gender

Male

Size

Medium

Age

27

Alignment

Chaotic Evil

Deity

Calistria

Languages

Common

Occupation

Tortured

Strength 11
Dexterity 18
Constitution 18
Intelligence 10
Wisdom 18
Charisma 10

About Geist-San

Geist the Bloody
Chaotic Evil Human
Warpriest
Pain Tester
Init +10; Perception +10
DEFENSE
AC 28, Touch 15, flat footed 22 (+7 armor, +2 shield +4 Dex, +1 natural, +2 deflection, +1 dodge) (-2 if Lunge is used)
hp 110 (6d10+5d8 +4 Con +11 Toughness)
Fort +16, Ref +12, Will +13
Defensive Abilities: DR 3/-
OFFENSE
Speed 40 ft.
+1 Agile Whip +16/+11 (1d10+6/*2)
Space 5ft.; Reach 15ft. (if Lunge +5 ft)
Offensive Abilities : Cruelties +3d6; Fervor 4d6, Channel Energy 4d6
Up to 4 Attacks of opportunity per round
STATISTICS
Str 11, Dex 18, Con 18, Int 10, Wis 18, Cha 10 [20 Point Buy]
Bonuses
Str +0, Dex +4, Con +4, Int +0, Wis +4, Cha +0
Without Items, Enhancements and Stuff
Str 11, Dex 16, Con 15, Int 10, Wis 15, Cha 10 [20 Point Buy]
Base Attack +9/+4 CMB +9; CMD 22

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.
- Fervor: 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.

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.
- Channel Energy: Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn’t provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability. A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil warpriest (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.

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.
Pain Tester
- Disciple of pain: At 1st level, a pain taster can focus her agony through the use of six torture routines. Each routine grants her a different day-long benefit.

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.
Disciple of Flexibility: By spending an hour painfully hyper-extending each joint, the pain taster gains a +2 enhancement bonus to Dexterity for 24 hours. The initial torture session for this routine involves tearing major tendons in each limb.
Disciple of Insight: By spending an hour whipping or bludgeoning herself while meditating on her failures and regrets, a pain taster gains a +2 enhancement bonus to Wisdom for 24 hours. The initial torture session for this routine involves inserting a long needle directly into the heart, causing massive internal hemorrhaging.
Disciple of Spirit: By spending an hour splitting her tongue by cutting it centrally from the tip to the base, the pain taster gains a +2 enhancement bonus to Charisma for 24 hours. The initial torture session for this routine involves applying acid to a normally visible part of the body, inflicting extensive chemical burns.
Disciple of Torment: By spending an hour eating dirt, rocks, and other indigestible matter, the pain taster gains a +2 enhancement bonus to Constitution for 24 hours. The initial torture session for this routine involves slicing open the abdominal cavity with a blade, and then sewing up the wound.
Disciple of Vigor: By spending an hour hanging by the wrists from a tree, crossbeam, or any other support structure, the pain taster gains a +2 enhancement bonus to Strength for 24 hours. The initial torture session for this routine involves breaking each rib by lying on the ground, and then repeatedly dropping a large rock directly on the ribcage.
- Masochism: At 1st level, a pain taster becomes empowered by pain, and is inured to its effects. She receives a +4 class bonus on saving throws made against pain effects.

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.
- Cruelty: At 2nd level, a pain taster gains the sneak attack ability, but only when using a whip. This additional damage stacks with any sneak attack damage she possesses from other classes. The amount of damage dealt by cruelty increases by 1d6 every 2 pain taster levels thereafter.
- Damage Reduction: At 2nd level, the pain taster’s incredible resilience grants her a modest amount of damage reduction (DR). Subtract 1 point from the damage she is dealt by any weapon or natural attack. The pain taster’s damage reduction increases by 1 point every 2 pain taster levels thereafter. This ability stacks with any other damage reduction the pain taster might already have from other classes. The value of this damage reduction doubles when the pain taster is subject to nonlethal damage.
- Blood Control: At 3rd level, the pain taster gains the ability to control the blood pressure throughout her body.

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.
- Torturer’s Mettle: At 3rd level, a pain taster can gain a number of temporary hit points equal to her pain taster level as a swift action. These temporary hit points last for 1 minute. This ability is a swift action that can be used once per day at 3rd level and an additional time per day every 3 levels thereafter (6th and 9th).


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
Clear Spindle : No Eat, no Drink


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
Abolet’s Lung
Silence(2)
Owl’s Wisdom
Cure Moderate Wounds(2)

- 3rd 5/day, DC 17: Known Spells
Remove Curse
Remove Disease(2)
Wrathful Mantle(2)
Deadly Juggernaut

- 4th 4/day, DC 18: Known Spells
Unholy Blight (2)
Cure Critical Wounds(2)
Wall of Bones

Blessings (4+4) times per day
Void Blessing: Airless Touch: At 1st level, with a successful melee touch attack you can steal the breath from an opponent’s lungs, leaving it unable to speak, use breath weapons, cast spells with verbal components, or do anything else requiring breath for 1 round. If the target fails at a Fortitude saving throw, it’s also staggered for 1 round as it catches its breath. If the target was attempting to hold its breath, it can no longer do so: it must breathe on its turn or risk suffocation and unconsciousness. Creatures that don’t need to breathe are unaffected. Regardless of whether it succeeds at its saving throw, the target is immune to further uses of your airless touch for 24 hours.
Rune Blessing: At 1st level, you can create a blast rune in any adjacent square. Any creature entering this square takes an amount of damage equal to 1d6 + 1/2 your warpriest level. This rune deals either acid, cold, electricity, or fire damage, designated when you create the rune. The rune is invisible, and lasts a number of rounds equal to your warpriest level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a successful DC 26 Perception skill check and disarmed with a successful DC 26 Disable Device skill check


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
- Nerve Wrack (3/day): As a standard action, you may crack your whip in the direction of the victim you wish to target and cause his nerves to be overloaded with paralyzing pain. This power works as Hold Person with a DC equal to 10+1/2 your level+WIS.
- Make It Last (3/day): Your desire to savour utmost pain as long as possible has given you the ability to will your body to go on through even the most gruesome of wounds and afflictions. As a standard action, you may reproduce the effects of the spell Lesser Restoration on yourself only.
- Eager for Pain: The same drive that allows to push through pain also encourages you to reach it as quickly as possible. You gain a 10ft increase to all of your base movement speeds.
- Herald of Pain: You have combined your deific beliefs and rites with your pursuit to experience and spread true pain, becoming a true warrior priest of agony. All of your Pain Taster levels also count as Warpriest levels when determining ability strength and effects, as well as spell access. This does not allow you to gain new abilities and class features from the Warpriest, it only increases your effective level for those powers you already have access to.
Tier 2 Powers
- Exposed Nerves: You have developed your senses through continuous self-inflicted wounds, thirsting for every ounce of sensation you can muster from the world. Through continuous exposure, your nerves have become more sensitive to the world around you; you gain the benefits of Uncanny Dodge.
- Greater Masochism : When the battle is on and blood runs slick from your body and whip, your heart can't help but beat faster and your self-mutilation digs deeper in exchange for greater ecstasy. When you use your Masochism class power, you can take an additional amount of damage equal to the number of dice of Cruelty damage that you do to add your Cruelty damage to all of your attacks for the round.