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Goren Brandt's page

1 post. Alias of dbauers.


About Goren Brandt

tracking:

Blessings: 3/3
Stunning Fist: 1/1
Spells Prepared (CL 2)
Orisons: Guidance, Light, Spark
Level 1: Divine Favor, Shield of Faith

Goren Brandt
Male Human (Chelaxian) Warpriest (Sacred Fist) 1/ Monk (Master of Many Styles/ Monk of the Iron Mountain) 1
LE Medium Humanoid (Human)
Init +1 (+1 Dex); Senses Perception +9
DEFENSE
AC 15, touch 15, flat-footed 14 (+4 Wis, +1 Dex)
hp 16 (8 + 5 + 2 con + 1 favored)
Fort +5 (4 base, +1 Con)
Ref +3 (2 base, +1 Dex)
Will +8 (4 base, +4 Wis)
OFFENSE
Spd 30 ft
Melee Unarmed +4 (+0 BAB, +4 str) (1d6+4/x2)
Melee Unarmed Flurry +2/+2 (+0 BAB, +4 str, -2 flurry) (1d6+4/x2)
Ranged Heavy Crossbow +2 (+0 BAB, +1 dex, +1 mw) (1d10/19-20/x2)

Space 5 ft.; Reach 5 ft.
STATISTICS
Str 19 (+4) (17 base, +2 racial)
Dex 12 (+1)
Con 12 (+1)
Int 10 (+0)
Wis 18 (+4) (16 base, +2 racial)
Cha 8 (-1)
Base Atk +0
CMB +4 (+0 BAB, +4 Str)
CMD 19 (10 +0 BAB, +1 Dex, +4 Str, +4 Wis)
Feats
Improved Unarmed Strike [Level 1 Bonus]: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Pummeling Style [Level 1]: Whenever you use a full-attack action or flurry of blows to make multiple attacks against a single opponent with unarmed strikes, total the damage from all hits before applying damage reduction. This ability works only with unarmed strikes, no matter what other abilities you might possess.

Pummeling Charge [Level 2 Monk Bonus]: You can charge and make a full attack or flurry of blows at the end of your charge as part of the charge action. You can use Pummeling Charge in this way only if all of your attacks qualify for using Pummeling Style against a single target.

Stunning Fist [Level 2 Monk Bonus]: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally (Current DC: 15). A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Traits
Race- Masterful Demeanor: You gain a +3 trait bonus on Intimidate checks against members of non-human humanoid races
Faith- Fate's Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Magic- Magical Knack: Pick a class when you gain this trait (Warpriest) - your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current hit dice.

Skills

Intimidate +4/+7 (2 ranks, +3 class, -1 Cha, +3 trait vs non-human humanoids)
Knowledge (Religion) +4 (1 rank, +3 class, +0 Int)
Perception +9 (2 ranks, +3 class, +4 Wis)
Sense Motive +8 (1 rank, +3 class, +4 Wis)
Total Points: 6 [2 Warpriest + 4 Monk]
AC penalty is -0
Languages Common (1 base)

Equipment

Sleeves of Many Garments, 200 gp, 1 lb.
Silver Holy Symbol of Asmodeus, 25 gp, 1 lb.
Dagger, 2 gp, 1 lb.
Heavy Crossbow, 50 gp, 8 lbs.
10 Masterwork Bolts, 61 gp, 1 lb.
Silk Rope (50 ft.), 10 gp, 5 lbs.
Backpack, 2 gp, 2 lbs.
Waterskin, 1 gp, 4 lbs.
4 days trail rations, 2 gp, 4 lbs.
Belt pouch, 1 gp, 0.5 lbs.
Spell Component pouch, 5 gp, 2 lbs.
Scroll of Cure Light Wounds (x2), 50 gp, 0 lb.
Potion of Mage Armor (x3), 150 gp, 0 lb.
Tanglefoot Bag (x2), 100 gp, 8 lbs.

30 pp, 41 gp in belt pouch

Weight Carried: 37 lbs. (116 lbs or less is light, 117-233 is medium, 234-350 is heavy)

SPECIAL ABILITIES
Dual Talent Goren picks two ability scores and gains a +2 racial bonus in each of those scores (Str and Wis). This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Weapon and Armor Proficiency:

Goren is proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword. He is not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, Goren loses his AC bonus and flurry of blows.

Aura (Ex) Goren has a particularly powerful aura (as a cleric) corresponding to the Asmodeus' alignment (see detect evil).
Blessings (Su):

Goren's deity influences his alignment, what magic he can perform, his values, and how others see him. Goren can select two blessings from among those granted by Asmodeus.

Each blessing grants a minor power at 1st level and a major power at 10th level. Goren 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 (currently 3 per day). 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 (currently DC 14).

Evil Blessing

Unholy Strike (minor): At 1st level, you can touch one weapon and give it an evil blessing. For 1 minute, this weapon takes on a black, orange, or violet cast and deals an additional 1d6 points of damage against good creatures. During this time, it's treated as evil for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the unholy weapon special ability.

Trickery Blessing

Double (minor): At 1st level, as a move action you can create an illusory double of yourself. This double functions as a single mirror image, and lasts for a number of rounds equal to your warpriest level (currently 1), or until the illusory duplicate is dispelled or destroyed. You can have no more than one double at a time. The double created by this ability doesn't stack with the additional images from the mirror image spell.


Orisons (Sp) Goren can prepare a number of orisons, or 0-level spells, each day. These spells are cast as any other spell, but aren't expended when cast and can be used again.
AC Bonus (Su):

Asmodeus protects Goren as long as he is unarmored and unencumbered. Goren adds his Wisdom modifier (currently +4) to his AC and his CMD. In addition, he gains a +1 dodge bonus to AC and CMD at 4th level. This bonus increases by 1 for every 4 levels thereafter (to a maximum of +5 at 20th level).

These bonuses to AC apply even against touch attacks or when Goren is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

This counts as the monk ability of the same name, and Goren's warpriest levels stack with monk levels for determining the benefits (currently level 2 total).


Flurry of Blows (Ex):

At 1st level, Goren can make a flurry of blows attack as a full-attack action. This ability works like the monk ability of the same name, except his attack bonus from warpriest levels does not count as his warpriest level. Since Goren does not have flurry of blows with his monk levels, this just uses his total BAB.

Unarmed Strike:

At 1st level, Goren gains Improved Unarmed Strike as a bonus feat. He uses his warpriest levels as monk levels for determining the amount of damage dealt with an unarmed strike. Currently level 2 total.

Stunning Fist (Ex):

At 1st level, Goren gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. He may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk (Currently 1/day total).

Fuse Style (Ex):

At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. Goren can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when he switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.

Spell Casting:

Goren casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section. Goren must choose and prepare his spells in advance.

To prepare or cast a spell, Goren must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against his spell is 10 + the spell's level + the warpriest's Wisdom modifier.

Like other spellcasters, Goren can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table Warpriest. In addition, he receives bonus spells per day if he had a high Wisdom score.

Warpriests meditate or pray for their spells. Goren must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. He can prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Spontaneous Casting
An evil warpriest 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.

Chaotic, Evil, Good, and Lawful 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.