Ulfen Raider

Granik Servant of Gorum's page

3 posts. Alias of pdprong.


About Granik Servant of Gorum

Male Kellid War Priest- 1
Chaotic Good Medium Human(Kellid)
Init: +1; Senses;Perception: +2

Defense
AC: 16; Touch +1; Flat-Footed 15; (+5 armor, +1 dex)
HP: 13 (1d8+5HD)
Fort: +4; Ref: +1; Will: +4

Offense
Speed: 20 ft (30 ft)
Melee : Great Sword +5 (2d6+6/19-20x2)
Ranged:Javelin +1 (1d6) 30 ft
Special Attacks:+2 damage vs. Technic League

Statistics
Str 18, Dex 12, Con 14, Int 8, Wis 14, Cha 8
Base Atk 0; CMB +3; CMD 14
Languages: Common, Hallit

Special Qualities:

Weapon and Armor Proficiencies

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.

Spell Casting (Divine)

A warpriest 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. A warpriest must choose and prepare his spells in advance.

A warpriest's highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher.

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

Like other spellcasters, a warpriest 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. Each warpriest must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest 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.

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

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 positive or negative energy (see Channel Energy, below).

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.

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).

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.

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).

Sacred Weapon (Su)

Table: Small or Large Warpriest Sacred Weapon Damage

Level

Damage(Small)

Damage(Large)

1st-4rd 1d4 1d8
5th-9th 1d6 2d6
10th-14th 1d8 2d8
15th-19th 1d10 3d6
20th 2d6 3d8

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 +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.

If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.

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.

Skills:

Trained
+3 :Lore (Gorum) Background 1 rank +3 trained, -1 Int
+6 :Profession(soldier)Background: 1 rank +3 trained, +2 wisdom
+6 :Sense Motive: 1 Rank, +3 trained, +2 wisdom
+6 :Survival: 1 Rank, +3 trained, +2 wisdom

Untrained
+0,(+4) :Climb, Swim
-3,(+1) :Acrobatics, Disable Device,Escape Artist, Fly, Ride, Sleight of Hand, Stealth
-1 :Appraise, Craft, Knowledge, Linguistics, Spellcraft
+2 :Heal, Perception, Profession, Sense Motive, Survival
-1 :Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform ,Use Magic Device


Feats:

Armor Proficiency, Heavy:You are skilled at wearing heavy armor.

Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).[/b]

Weapon Focus (Great Sword): You gain a +1 bonus on all attack rolls you make using the selected weapon.

Traits:

Against the Technic League(Weapons): Although the Black Sovereign rules Numeria in name, it’s the spellcasters of the Technic League who hold the real power. While their influence is certainly strongest in the capital of Starfall, their touch can be felt even here in Torch—the League takes a significant cut of the town’s income as tithes every month. For some reason, you have a grudge against the Technic League. Perhaps your parents lost their jobs as the result of an act they took that displeased the League—you might even suspect the League was responsible for their deaths. Alternatively, you could just rankle at the League’s open acceptance of slavery, their reputation for sadism and cruelty, or their penchant for hoarding and controlling technological wonders. Talk to your GM to refine the reasons why you hate the Technic League, but you’re convinced that they are somehow responsible for putting out the town’s torch and that evidence of their tampering can be found in the caverns below—if you can find evidence of the Technic League working against Torch’s better interests, that could well be a step toward the town’s independence from the League. Choose either weapons or spells. If you choose weapons, you gain a +2 trait bonus on all damage rolls made against targets you know are associated with the Technic League. If you choose spells, increase the save DC of your spells by 1 when you target such a foe.

Battlefield Caster (Religion: Gorum): Your faith protects you even as you unleash spells in the thick of battle. You receive a +1 trait bonus on concentration checks to cast defensively and a +1 trait bonus to AC against attacks provoked by or readied against spellcasting.

Spells:

Spells Prepared (CL 1)
1st (/day)— Magic Weapon
0 (at will, spontaneous only)—Create Water, Light, Purify food and drink

Combat Gear:

54 Gold
Great Sword
Short Spears x5
Scale Mail

War Priest kit:This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.

Background Blurb:

Grannik spent most of his childhood living a reasonably peaceful life in a small Kellid village. This all changed when a metallic man came to the town. Some thought he was an omen from Gorum. Others a n abomination to be destroyed. But the man never made an aggressive move and actually began to help around the village. Eventually the drama surrounding the automaton died down and he was excepted as a member of the tribe.

About eight months after the strange arrival a delegation from the Technic league came demanding that the tribe turn over the android, that's the word the technic league used to describe him. The town elders did not like outsiders coming and telling them what to do. Besides this "android" had been made a part of the clan. With the refusal the Technic League delegates left without event.

Two days later there was a sudden assault of fire elementals on the small town followed by fireball after fireball being cast by someone invisible in the distance. The onslaught was swift and complete. When the town had been reduced to little more than embers and the vast majority of the tribe killed the Technic League Delegation and took the automaton.

Grannik was one of the few who survived that terrible day. He has grown up seeking a way to find vengeance against the men who destroyed his home. To achieve this he has dedicated himself to Gorum in order to gain the strength to gain his revenge.

Strength Blessing:

Strength Surge (minor): At 1st level, as a swift action you can focus your own strength. You gain an enhancement bonus equal to 1/2 your warpriest level (minimum +1) on melee attack rolls, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks for 1 round.

Strength of Will (major): At 10th level, as a swift action you can ignore the movement penalties caused by wearing medium or heavy armor or by carrying a medium or heavy load. This effect lasts for 1 minute. During this time, you can add your Strength modifier on saving throws against effects that would cause you to become entangled, staggered, or paralyzed.

War Blessing:

War Mind (minor): At 1st level, 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.

Battle Lust (major): At 10th level, you can touch an ally and grant it a thirst for battle. All of the ally’s melee attacks are treated as if they had the vicious weapon special ability, but the additional damage dealt to the ally from that special ability is nonlethal. In addition, the ally receives a +4 insight bonus on attack rolls made to confirm critical hits. These benefits last for 1 minute.