Hellknight

Jarek Thrace's page

38 posts. Organized Play character for Steven_Evil.


Full Name

Jarek Thrace

Race

Human Warpriest 1 (Asmodeus) | Blessings: 4

Classes/Levels

HP: 12 | AC: 18 T: 11 FF: 17 | Init: +1 | Fort: +3 Ref: +1 Will: +4 | Heavy Mace, +5, 1d8+4, Throwing Axe, +1, 1d6+4 |

Skills:
Diplomacy: 5, Intimidate: 10, Sense Motive: 6

Gender

Male

Size

Medium

Alignment

Lawful Neutral

Deity

Asmodeus

Languages

Common

Strength 18
Dexterity 12
Constitution 13
Intelligence 8
Wisdom 14
Charisma 12

About Jarek Thrace

Jarek Thrace

Racial Traits:

Traits:

Birthmark: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Bully: You gain a +1 trait bonuson Intimidate checks, and Intimidateis always a class skill for you.

Class Abilities:

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 the detect evil
spell for details).

Blessings: 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 a blessing, it counts against his daily limit. 
The DC for any of these blessings is equal to 10 + 1/2 the 
warpriest’s level + the warpriest’s Wisdom modifier.
Focus Weapon:At 1st level, a warpriest receives Weapon 
Focus as a bonus feat (choosing any weapon, not just his 
deity’s favored weapon). If his deity’s favored weapon is 
unarmed strike, he can instead select Improved Unarmed 
Strike as a bonus feat.
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 +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, f laming, 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 (see Table 15–9 on page 469 of 
the Core Rulebook). 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.
Spontaneous Casting (Negative Energy): 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).

Stats
HP: 12
AC: 18
Touch: 11
Flat Footed: 17
Speed: 20ft
Initiative: +1

Saves
Fort: +3
Ref: +1
Will: +4 (+6 against charm and compulsion effects)

Attacks
Cold Iron Heavy Mace: +5, 1d8+4,
Throwing Axe: +1, 1d6+4

Spells per Day
0: 3
1st: 2

Spells Prepared
0:
Detect Magic
Enhanced Diplomacy
Light

1st:
Cause Fear
Murderous Command

Blessings

Law Blessing
Axiomatic Strike (minor): At 1st level, you can touch one weapon and enhance it with the essence of law. For 1 minute, this weapon glows blue, pale yellow, or white and deals an additional 1d6 points of damage against chaotic creatures. During this time, it's treated as lawful for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the axiomatic weapon special ability.

Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a lawful outsider or an animal with the resolute creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20 level).

Fire Blessing
Fire Strike (minor): At 1st level, you can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit. This additional damage doesn't stack with the additional damage from the flaming or flaming burst weapon special abilities.

Armor of Flame (major): At 10th level, you can touch an ally to wreath it in flames. This works as fire shield (warm shield only) with a duration of 1 minute.

Feats:
Intimidating Prowess
Toughness
Weapon Focus: Heavy Mace

Skills
Diplomacy: 5
Intimidate: 10
Sense Motive: 6

Gear:
Cold Iron Heavy Mace
Throwing Axe (2)

Scale mail
Heavy Wooden Shield
Bandolier (2)
--Acid Flask (3)

Belt Pouch (5)
--

Backpack
Bedroll
Cheap Holy Text
Flint and Steel
Iron Pot
Mess Kit
Rope: 50ft
Soap
Spell Component Pouch
Torches (10)
Trail Rations (5 days)
Waterskin
3gp

Proposed Level Up Scheme: