Artemis Entreri

Greyson Caine's page

894 posts. Alias of Doomed Hero.

Full Name

Greyson Justice Caine


M Human Warpriest HP 21/25 | AC 14 T 13 FF 13 | Ft +5 Rf +1 Wi +6 | Init +0 | Perc +5 |


Fervor 1/4, Blessing 3/3, ACTIVE:


Medium, 6'3", 210 lbs




Lawful Good


Celestial, Chellish,


Cynical drunken idealist

Strength 18
Dexterity 10
Constitution 14
Intelligence 12
Wisdom 16
Charisma 8

About Greyson Caine

Male Human
Arsenal Chaplin Warpriest 3

Init +0

Movement 30

HP: 25 (10, +2d8 [4,7], +4 con)



AC 14 [Chain Shirt]
Flat Footed:

CMD 16

+5 Fort (+3 class, +2 con)

+1 Ref (+1 class)

+6 Will (+3 class, +3 wis)



BaB +2
CMB +2

Power Attack -1/+2(+3)

Unarmed Strike: +7, 1d6+5, x3 crit
...Sacred Weapon, Weapon Focus, Heavy Hitter
Shortsword +6, 1d6+4, 19-20 crit
Studded club, +6, 1d6+4, x3 crit, (cold iron head with alchemical silver studs)
Masterwork Silver Light Hammer, +7, 1d6+4, x3 crit
Malus Judicium, adamantine +1 undead bane warhammer, +7, 1d6+5 (or +7 two handed), x3 crit
...+2d6 damage vs undead

Masterwork Crossbow: +3, 1d8, 19-20/x2
Sling, +2, 1d4, 20/x2 crit



15 total ranks
[2 war priest + 1 int +2 background* x level]

ACP** -2

+4 Appraise* (3 ranks, 1 int)
+2 Knowledge Nobility* (1 ranks, +1 int)
+6 Knowledge Engineering (2 ranks, +3 class, +1 int)
+6 Perception (3 rank, +3 wis)
+5 Knowledge Local (1 rank, +1 Int, +3 class)
+7 Sense Motive (1 rank, +3 class, +3 wis)
+9 Heal (1 rank, +3 class, +3 cha, +2 eq)
+8 Stealth** (3 rank, +3 class, +2 eq, -acp)
+7 Survival (1 ranks, +3 wis, +3 class)
+4 Ride (1 rank, +3 class)
+6 Swim (1 rank, +3 class, +4 str, -acp)

Feats, Traits and Drawbacks:


Scion of the Light: Your family can trace its genealogy back to a notable hero of the Shining Crusade. While not all of your ancestors lived up to the progenitor’s legacy, you show great potential. Your patron, a religious figure with ties to the Crusaders of Lastwall, sent you to Darkmoon Vale after receiving visions of a great evil in service to the Whispering Tyrant taking refuge in the area. You are to do whatever you can to ensure its plans are foiled. To this end, you received a special blessing: any time you rest to heal, you recover an additional number of hit points equal to your Constitution bonus. This additional healing is not increased by resting for an entire day, nor with a successful Heal check.
Heavy Hitter: You gain a +1 trait bonus on damage rolls made with unarmed attacks.
Fate's Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Overprotective: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Power Attack (1st)
Improved Unarmed Strike (houserule bonus)
Weapon Focus: Unarmed Strike (warpriest bonus)
Cleave (3rd)
Cleaving Finish (warpriest 3)

Class Abilities


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). Caine's Aura is Lawful and Good.

Fervor (Su) 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.

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.

Blessings (Su) 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.

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.



Favored Class Bonuses
1) 1/6 bonus combat feat
2) 1/6 bonus combat feat
3) 1/6 bonus combat feat

Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores (strength and wisdom) and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.



DC 10 + 1/2 Level + Wisdom
Spontaneous Cast: Cure spells

Orisons (4 per day, at will)
Create Water

1st level (3 per day, +1 bonus)
Magic Weapon (cast)
Shield of Faith (cast)
Divine Favor (cast)
Divine Favor

Potion of Cure Moderate Wounds x2
Wand of CLW (CL2) 19/50



Body: Old tunic
Feet: sandals


In pouches/on belt:

Heavy metal stein
Large flask
Masterwork Healer's kit
Skeleton Key
Lucky Coin (masterwork Gambling tool)

In Masterwork Backpack:


2 Waterskins
4 wineskins



Caine is a large man, proportioned like a sculptor's dream. He stands a few inches over six feet with broad shoulders and a trim waist. When he stands up straight he gives off a strong aura of nobility. When he shaves and takes time to clean up he looks like a legend made flesh. Unfortunately, time has not been kind. These days he mostly stoops, and shaving and bathing are rather infrequent. His clothes are simple. Undyed cloth patched a few times, stained where blood and booze failed to completely come clean. His head is shaved, but has a week or so with of sandpapery stubble covers his scalp and jaw. His eyes are vivid blue and once were full of zeal. Now they are lined and aimed mostly into his cup. He spends most of his time in varying states of intoxication, looking and smelling like the end of a hard day.

Scar Record


Sucker-mark scars along the neck, chest and left arm from Darkmantle.

Fang marks on the back of left calf and hamstring from Warg.



Greyson Caine was born under a sign of great religious significance to the church of Abadar. He was raised to be a symbol of the churches power, destined and trained to be a great leader among the Lawbringers. He was called the Justicar, and his banner was meant to inspire. It did not matter that he was young, barely more than a boy when he first donned the armor of the Justicar, it was all propaganda anyway. He was more of a symbol than a person.

The problem was, Greyson believed it. He believed it all. He was humble, devoted, willing to die to bring just law to a downtrodden people. He fought. He killed. He bled. All for what he thought was right and true.

The problem was they taught him just a little too well. It took him a while to realize that things weren't adding up. The poor, the very people he was trying to help, saw *him* as the tyrant, and he just could not stomach it. He had to know why they hated the church so much. So he questioned them. Hard.

He was never satisfied with the answers, because they always told him what he didn't want to hear. "The church lies." "The law only protects those who already have power." "The guilds and banks are full of monsters." "The laws are unjust."

It made no sense. The laws were how justice was defined. They created order. How could the very people they were supposed to protect be against them? Why would they cling to lies with their necks in the noose, they were going to die anyway. And so many of them.

He started to question. He started to pry. It was not until he found the Deacon burning documents proving the innocence of a large number of political prisoners who had accused the Archbishop of usury, extortion, money laundering, and even outright slavery that it all clicked into place for him.

He was never a bringer of lawful order. He was a bringer of legal tyranny.

His entire world had been upside down.

The Deacon died by his hand and the papers exonerating the prisoners ended up in the hands of the groups Greyson had once fought against, but Greyson simply left. He turned his back on the church, and on his god. The divine power faded from him and for the first time in his life he was just a man.

A short time later, on the edge of a lawless frontier town called Falcon's Hollow in a brothel reputed for bloodshed, a haggard drunk wandered in and stayed. The worst of the local rabble learned to avoid the place, and the rest learned to behave. On the occasions where a girl got roughed up, the drunk roughed right back and showed a surprising skill as a healer afterward. Seeing that the brothel's new reputation was attracting a better kind of customer, and that the girls were happier and safer, the owner tried to pay the drunk, but all money was refused. So they fed him and let him drink, on the house, and let him use the baths. They even made him new clothes. He took care of them, and they took care of him. The brothel prospered. The drunk never talked about his past and they learned not to ask. He was just Caine. He took care of the girls they took care of him. He even helped them add a second story with a small room of his own when the town began to expand after when the Lumber Consortium moved in to harvest the bounty of the nearby Vale.

Now though, the town is getting rougher and rougher, and Caine the Drunk has been getting worse and worse. When he is mostly sober he is quiet and brooding. When he gets drunk enough he goes on tirades about the unfairness of the law and the fact that the Consortium's workers are really just slaves. He talks about organizing. Labor unions. Worker's rights. Fair wages. He hints at an idealism and a zeal that none would have suspected of him, but mostly he just makes people worried. In a town full of people desperate for work, his ideas border on heresy.


Kabran Bloodeye: Half orc. Head of the Redrock Guild. Leader of the criminal syndicate. Thinks the Ugly Duck should be run quite a bit differently. The kind of guy who makes your knuckles itch.

Thuldrin Kreed: leader of the Lumber Consortium. Makes his money by exploiting everyone around him. The worst guy around.

Sheriff Baleson: Local Sheriff. Seems to like Caine.

Tabrik Splint: Dwarf. Sheriff Deputy. Also seems to like Caine.

Josie Artem: Jalene's aunt. The Madame at the Ugly Duck.

Sister Sylvanna: Blind Half Elf. Follower of Calistra. Queen Bee at the Ugly Duck. Caine's best friend and occasional lover.

Jalene Artem: Bar girl at the Sitting Duck. Caine's friend.

Rosanne Goodbarrel: Halfling barmaid at the sitting duck. Belladonna's sister.

Valeria: Human barmaid at the sitting duck. Zairean's mother.