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About Hullric TorsolPFS# 138079-9
Appearance:
A slightly tall human who hides his face behind a mask and hood. He wears a black toned steel lamellar armor and carries a wooden shield on his left arm. The only weapons he seems to carry is a dagger and a sling that both reside on his belt. Hanging from his neck is a wooden amulet with a lantern carved design that is not painted or embellished in anyway. A pin on his armor reveals that he is a Knight of Taldor. Battle Statistics:
HP: 39 AC: 22 (12T/20F) CMD: 17/15F BAB: +3
Attacks
Sacred Weapon +1 Swift Action to enhance MW+ weapon from these: +1 Enhancement, Anarchic (+2), Vicious (+1), Spell Storing (+1), Thundering (+1), Brilliant Energy (+4), Defending (+1), Disruption (+2), Flaming (+1), Frost (+1), Keen (+1), Shock (+1)
Racial Traits:
+2 Wisdom Bonus Feat: Intimidating Prowess
Class Abilities:
Level 4 Attribute Gain: +1 Dex Blessings 4/Day
Aura: Has a Chaotic Aura. Focus Weapon: Gains a bonus Weapon Focus feat. Sacred Weapon +1: 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 given on the table above; 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 decision 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 deal only 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 ability 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 don't need to be consecutive. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon to have any of the following special abilities: brilliant energy, defending, disruption, flaming, frost, keen, or shock. In addition, if the warpriest is chaotic, he can also add anarchic or vicious. If he is evil, he can also add mighty cleaving or unholy. If he is good, he can also add ghost touch or holy. If he is lawful, he can also add axiomatic or merciful. If he is neutral (with no other alignment components), he can also add spell storing or thundering. Adding any of these special abilities consumes an amount of enhancement bonus equal to the special ability's base price modifier (see Table 15–9 on page 469 of the Core Rulebook). Duplicate special abilities don't stack. The weapon must have at least a +1 enhancement bonus before any 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 benefits 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. -Sacred Weapon Damage: 1d6 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. Fervor (1d6 | 3/day): By expending one use of fervor, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage + an additional 1d6 points for every 3 warpriest levels he possesses beyond 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 use of fervor counts as positive energy. As a swift action, a warpriest can expend one use of fervor 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 don't require somatic components and do not provoke attacks of opportunity. Channel Energy (Positive): All creatures in a 30' radius is healed by the Ferver amount. Undead get a Will Save DC 14 for half damage. Bonus Feats
Feats/Traits:
Feats Weapon Focus (Dagger): +1 bonus to Dagger attack rolls. Intimidating Prowess: Add Strength modifier in addition to Charisma modifier to Intimidate checks. Toughness: +3 HP, +1 HP beyond 3 HD. Weapon Focus (Sling): +1 bonus to Sling attack rolls. Shield Focus: +1 deflection bonus when using a shield. Traits
Skills:
Trained +9 Intimidate +1 bonus to common people in Taldor +8 Knowledge (Religion) +8 Spellcraft +9 Survival Untrained
Spells (Prepared):
Spontaneous Casting Cure Light Wounds (1d8+4) Cure Moderate Wounds (2d8+4) 0-Level Unlimited Use
1st-Level
2nd-Level
Equipment:
+1 Dagger MW Sling (20/20 bullets) +1 Lamellar (Steel) Armor
Backpack, Masterwork
Temporary Equipment:
Chronicles:
01-51 The City of Strangers, Part 1: +1XP, +2PP, +512GP 01-52 The City of Strangers, Part 2: +1XP, +2PP, +507GP Honor's Echo: +1XP, +2PP, +500GP 05-08 Confirmation: +1XP, +2PP, +508GP Crypt of the Everflame: +3XP, +4PP, +1398GP Black Waters: +1 XP, +2 PP, +883.5GP #7-01 Between the Lines: +1XP, +2PP, +1186gp Boons:
{} Knight of Taldor: You successfully supported Remaio's bid to redeem the Alcasti name and restore his status in Taldan society. In recognition of your services to Taldor, Princess Eutropia herself made you a knight of Taldor. You gain a +1 bonus on Diplomacy checks when interacting with nobles in Taldor, and a +1 bonus on Intimidate when interacting with the common people in Taldor. After your considerable assistance, Remaio is in your debt. You gain a free courtier's outfit. Additionally, Remaio helps you prepare for one of your future missions. After rolling a Knowledge check at the beginning of an adventure, you may call upon Remaio's contacts to gain a +5 bonus and treat the Knowledge skill as if you were trained in it. Alternately, you may grant Remaio's bonus to another PC. When you use this bonus, check off the box next to this boon. Impressive Find: A representative from the Pathfinder Society--an organization of archaeologists and explorers--has heard of our discoveries in Taldor and its former colonies and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more PP than Fame, and if you would exceed this maximum, the bonus PP must be spent immediately or lost. Well-Earned Reward: You restore Honaria's good name in Taldor. If you helped Remaio reclaim his own nobility, he is extremely grateful and offers to subsidize the cost of purchasing several items that you found during your adventures. You may purchase the treasures listed below at a reduced price: Broken Figurine of Wondrous Power (Alabaster Pegasus) (1000gp), Treeform Cloak (4500gp), and Wand of Heightened Awareness (10 charges; 100gp). Confirmed Field Agent: Obtained Wayfinder which guides you to safety in all circumstances. If you fail a saving throw against an effect that allows additional saving throws to mitigate the effect (e.g. glitterdust or dominate person), you gain a +1 bonus on subsequent saves against such effects. Explore, Report, Cooperate: As a free or immediate action, you may consider whether a particular action you name--such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item--would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive, negative, or negligible. If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet. Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge. Kassen's Blessing: You carry a small charm from the spirit of Kassen. You may reroll a single attack roll, saving throw, or skill check after the roll is made before the results are revealed. You must take the result of the second roll, even if it is worse. Once this ability has been used, cross it off the Chronicle. Inner Struggle: Your exposure to a mindscape has given you a unique way to fight off psychic magic. When you fail a saving throw against a mind-affecting compulsion effect, you can cross this boon off your Chronicle sheet in order to delay the effect and be stunned until the end of your next turn instead as you retreat into your own personal mindscape to fight offf this hostile magic. At the end of your turn, you can attempt a new saving throw against the effect to end it. If you succeed, the effect ends. If you fail the save, the original effect overpowers your mental defenses and resumes.
Purchasable Loot:
Scroll of Invisibilty; 150 GP Scroll of Silence; 150 GP Elixir of Love; 150 GP Potion of Cure Moderate Wounds; 300 GP Potion of Invisibility; 300 GP Broken Figurine of Wondrous Power (Alabaster Pegasus); 1000gp, limit 1 *Reduced price from Boon. -Figurine of Wondrous Power (Alabaster Pegasus); +8750 Upgrade Treeform Cloak; 4500gp; Pathfinder RPG Ultimate Equipment 269 *Reduced price from Boon. Wand of Heightened Awareness; 10 charges; 100gp, limit 1; Pathfinder RPG Advanced Class Guide 183 *Reduced price from Boon. Amulet of Natural Armor +1 2000gp Bracers of Armor +1 1000gp Elixir of Swimming 250gp Pearl of Power 1st-level; 1000gp Potion of Barkskin 300gp Ring of Protection +1 2000gp Scroll of Gust of Wind 150gp Scroll of Mage Armor Cl 6th; 150gp Wand of Burning Hands Cl 3rd, 4 charges; 180gp, limit 1 Wand of Cure Light Wounds CL 3rd, 8 charges; 360gp, limit 1 +1 Bashing Heavy Steel Shield 4170gp Bag of Holding, type I 2500gp Bracers of Armor +1 1000gp Elemental Gem, Water 2250gp Horn of Fog 2000gp Potion of Bear's Endurance 300gp Potion of Bull's Strength 300gp Potion of Cat's Grace 300gp Potion of Cure Moderate Wounds 300gp Potion of Eagle's Splendor 300gp Potion of Invisibility 300gp Potion of Owl's Wisdom 300gp Ring of Swimming 2500gp Wand of Cure Light Wounds 10 charges; 150gp, limit 1 Wand of Lesser Confusion 10 charges; 150gp, limit 1 Wand of Mage Armor 10 charges; 150gp, limit 1 Wand of Magic Missile 10 charges; 150gp, limit 1 Wand of Magic Missile CL 3, 22 charges; 990gp, limit 1 Wand of Produce Flame 10 charges; 150gp, limit 1 Ring of Feather Falling 2200gp Ring of Sustenace 2500gp Arrow Magnet 600gp; Pathfinder RPG Ultimate Equipment 281 Boro Bead 1st-level spell; 1000gp; Ultimate Equipment 284 Page of Spell Knowledge 1st-level spell; 1000gp; Ultimate Equipment 314 Pearl of Power 1st-level spell; 1000gp Rope of Climbing 3000gp Purchased Loot:
Wand of Cure Light Wounds; 2 PP Masterwork Dagger; 302 GP +1 Enhancement 2000gp Masterwork Lamellar (Steel) Armor; 300gp +1 Enhancement 1000gp Darkwood Heavy Wooden Shield; 257gp Masterwork Sling 300gp Planned Dagger Enchantments:
Returning:+6000gp Sacred:+10000gp |