Gun Scavenger

Karda Ang's page

15 posts. Alias of noral.


Race

HP 10/10 | AC 16, T 14, FF 12 | CMD 14 | F +4 R +4 W +5 | Init +4 | Perc +5, Sense Motive +7

Classes/Levels

| Active Conditions:

Gender

Female NG Warpriest 1 of Erastil | Aasimar Outsider (Native) & Humanoid (human) | Speed 30ft |

About Karda Ang

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–– Warpriest 1 (Molthuni Arsenal Chaplain) of Erastil

Links above provide detailed information about the class and archetype.
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-- STATS --

Str: 10, Dex: 18 (16 + 2 racial), Con: 14, Int: 12, Wis: 18 (16 + 2 racial), Cha: 8

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–– SAVES ––
Fortitude: +4 (Con +2, Warpriest +2)
Reflex: +4 (Dex +4, Warpriest +0)
Will: +6 (Wis +4, Warpriest +2)

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–– COMBAT ––
Ranged to hit: +4 (BAB +0, Dex +4)
Melee to hit: +1 (BAB +0, Str +0Str +1)
Longbow to hit: Longbow +5 [BAB +0, Dex +4, Weapon Focus +1]
Longbow damage: 1d8+1, 20/x3 [Str +0Str +1]

CMB: +1 (BAB +0, Str +0Str +1)
CMD: 15 (BAB +0, Str +0Str +1, Dex +4)

Speed: 30 ft.

Initiative: +4 (Dex +4)

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–– AC ––
AC 16, T 14, FF 12 (Dex +4, Leather Armor +2)
Armor Check Penalty: 0

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–– SKILLS ––

Perception +5 (Rank 1, Wis +4)
Sense Motive +10 (Rank 1, Class +3, Wis +4, Truespeaker racial trait + 2)
Survival +8 (Rank 1, Class +3, Wis +4)

3 skill points => 1 levels with 3 Skill Points per level (2 Warpriest + Int +1)

–– BACKGROUND SKILLS ––

Linguistics +4 (Rank 1, Int +1, Truespeaker racial trait + 2)
Profession [Soldier] +8 (Rank 1, Class +3, Wis +4)

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Languages:
• Racial: Common
• Int: Celestial
• Linguistics (2 per dot due to Truespeaker racial trait): Sylvan, Draconic

2 skill points => 1 levels with 2 Background Skill Points per level

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–– WARPRIEST SPELLS MEMORIZED ––

• 0 level (3): Detect magic, Guidance, Stabilize
• 1st level (2 = 1 + 1 Wis): Divine Favor, Divine Favor

–– WARPRIEST LIMITED ABILITIES––

• BLESSINGS 5 = 1 (1/2 Warpriest Level) + 4 (Wis +4)
• SACRED WEAPON 1 = Warpriest Level

–– WARPRIEST FAVORED CLASS BONUS (HUMAN) ––

• 1 x Gain 1/6 of a new bonus combat feat.

–– HIT POINTS ––:

Lvl 1 - 10 Hit Points: 8 Warpriest + 2 Con

TOTAL - 10 Hit Points

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–– GOLD –– :

0 gp
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–– GEAR ––

Longbow (Str 12)
Arrows (40 normal arrows, 20 cold iron arrows [6 gp])
Backpack
Air bladder
Snorkel masterwork
Animal glue
Drill
Earplugs
Bell string
Smoked Goggles
Whistle signal
Holy symbol Of Erastil
Smelling Salts

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–– TRAITS ––

• DEADEYE BOWMAN (Religion Erastil): When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.

• FATE’s FAVORED (Faith): The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

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–– FEATS ––
• Lvl 1 (Warpriest 1 Free Feat): WEAPON FOCUS Longbow
• Lvl 1: PRECISE SHOT

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–– CLASS ABILITIES: Warpriest (Molthuni Arsenal Chaplain) ––

• CLASS SKILLS: Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).
• WEAPON AND ARMOR PROFICIENCY: all simple and martial weapons, as well as the favored weapon of her deity [Erastil], and with all armor (heavy, light, and medium) and shields (except tower shields).

• SPELLS: A warpriest casts divine spells drawn from the cleric spell list. Her alignment, however, can restrict her from casting certain spells opposed to her moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section on page 62. A warpriest must choose and prepare her spells in advance. Warpriests meditate or pray for their spells. Each warpriest must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A warpriest can prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

• 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 on page 266 of the Core Rulebook for details).

• BLESSINGS (Su): A warpriest’s deity influences her alignment, what magic she can perform, her values, and how others see him. Each A Arsenal Chaplain warpriest can select two one blessings from among those granted by her deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a warpriest isn’t devoted to a particular deity, she still selects two blessings to represent her 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 her blessings a number of times per day (in any combination) equal to 3 + 1/2 her warpriest level (to a maximum of 13 times per day at 20th level). Each time she calls upon any one of her blessings, it counts against her 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: A Molthuni arsenal chaplain must choose War as her blessing, and can do so even if it is a domain not normally granted by her deity. She does not receive a second blessing. At 7th level, a Molthuni arsenal chaplain gains Quicken BlessingACG (War) as a bonus feat even if she does not meet the prerequisites, but cannot grant a War blessing to himself as a swift action with Quicken Blessing until she is at least 10th level.

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.

• FOCUS WEAPONS (LONGBOW): At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just her deity’s favored weapon).

• SACRED WEAPON (Su): At 1st level, weapons wielded by a warpriest are charged with the power of her faith. In addition to the favored weapon of her deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if she has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with her sacred weapon, the weapon damage is based on her level and not the weapon type. At 4th level, the warpriest gains the ability to enhance one of her 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, she 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 her 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, she can add anarchic and vicious. If she is evil, she can add mighty cleaving and unholy. If she is good, she can add ghost touch and holy. If she is lawful, she can add axiomatic and merciful. If she is neutral (with no other alignment components), she 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.

• SACRED WEAPON (Su): The base damage of a Molthuni arsenal chaplain’s sacred weapon does not increase above 1d6. This alters sacred weapon.

• SPONTANEOUS CASTING: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that she 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 (Su): At 2nd level, a warpriest can draw upon the power of her faith to heal wounds or harm foes. She can also use this ability to quickly cast spells that aid in her struggles. This ability can be used a number of times per day equal to 1/2 her warpriest level + her 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 she 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 she 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 she 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.

• BONUS FEATs: At 3rd level and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The warpriest must meet the prerequisites for these feats, but she treats her warpriest level as her base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice) for the purpose of qualifying for these feats. Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating her warpriest level as her fighter level.

• WEAPON TRAINING (Ex): At 5th level, a Molthuni arsenal chaplain gains weapon training as per the fighter class feature, but the benefits of this weapon training apply only to her sacred weapons (weapons with which the warpriest has taken Weapon Focus). This ability replaces channel energy.

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— AASIMAR Garuda-Blooded (Plumekith) RACIAL TRAITS --
• Wis: +2, Dex: +2
• TYPE: Humanoid (Human), Outsider (Native)
• SIZE: Medium
• SPEED: 30 feet
• DARK-VISION
• SCION OF HUMANITY: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
• ALTERNATE SKILL MODIFIERS: Truespeaker: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
• ALTERNATE SPELL-LIKE ABILITY: Plumekith can use ‘see invisibility’ as a spell-like ability once per day (with a caster level equal to the aasimar’s character level).
• CELESTIAL RESISTANCE: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
• Automatic Languages: Common

–– Karda - Character Background –– :

Karda – Character Background
I. Born into slavery and sacrifice in the church of Asmodeus in Egorian
Karda was born in the capital of Cheliax: Egorian, the City of Thorns. Her mother and many other women were used as the playthings of an Asmodean sorceress who conducted cruel experiments, crossbreeding tortured slaves with planar creatures brought into the Material Plane.
Karda and her brother were among the most unfortunate results of these rituals—children born of a slave woman forced again and again to bear offspring touched by celestial outsiders. Her mother, though broken, clung to what little humanity remained in her. In secret, she told her children stories—not of glory, but of hardship—of distant lands where people struggled but lived free. Among these was a bleak mining settlement called Diamond Lake, the place where her mother had been born, a harsh land, but one where survival came through one’s own strength, not through chains.
Her mother could not endure the torment forever. She died before she could shield her children from the indoctrination of the Church of Asmodeus. As Egorian stood at the heart of the Dark Prince’s dominion, Karda and her brother were raised in the Midnight Temple—taught obedience through pain, discipline through terror, and devotion through sacrifice.
Karda remembers the Black Altar vividly, carved in the image of a horned devil with vast wings spread wide. Though she outwardly remained a follower of Asmodeus, something inside her began to fracture. Watching fellow slaves—people she had come to see as her only family—be sacrificed or broken awakened a dangerous thought: that law, as practiced by her masters, served only those in power.
When she was forced to sacrifice something dear, the breaking point came. Instead of submission, she felt connection—to the other slaves, to their suffering, and to their wasted potential. She began to believe that while order had value, cruelty without purpose was weakness disguised as strength.

II. Freedom and joining the community of Erastil in Molthune
Whether by fate or divine will, Karda’s life changed when a coordinated strike by the Bellflower Network shattered the sorceress’s hidden enclave. Chains were broken, masters slain or scattered, and for the first time, Karda tasted freedom.
Among those who aided the freed slaves was a man named Stan Wol, a humble follower of Erastil from Molthune. He took Karda and her brother in, not as tools or experiments, but as people. Under Stan’s guidance, Karda encountered a different kind of order—one rooted not in domination, but in responsibility. In a small rural community devoted to Erastil, she learned the value of family, labor, and mutual protection. Strength was not measured by how many you could command, but by how many you could protect.
This upbringing reshaped her beliefs. She totally abandoned the rigid principles instilled by Asmodeus and became a believer in Erastil, because she wanted to support the community that she was part of —not exploit it. Leadership meant stewardship, not tyranny.

III. Soldier of Molthune and the path to Diamond Lake
When the time came, Karda and her brother left Stan’s home to forge their own path. Both sought purpose through discipline and found it in military service. Their skill and devotion earned them positions as arsenal chaplains in Molthune, and eventually, they rose to become warpriests of Erastil. Stationed in Korholm, Karda served among an elite militant order dedicated to defending and strengthening their people. Yet even as she served, a quiet restlessness grew within her.
Her mother’s distant stories of her birthplace - of hardship, of survival, of places forgotten by the powerful - never left her. Over time, one place came to dominate her thoughts: Diamond Lake. Not a place of beauty or glory—but of struggle. Of exploited laborers. Of corruption left unchecked. A place where law existed, but justice did not. Her brother chose a different path, and for the first time, they parted ways. Karda traveled north and eventually arrived in Diamond Lake.

Mine owners treated workers as disposable tools, the law was twisted by petty tyrants, and the people endured lives of quiet desperation. To Karda, there was a spark that wanted her to change the birthplace of her mother, and to give this community the chance for a better future.

She is now in Diamond Lake and does not only want to survive, but she wants act to protect those who cannot protect themselves. And to prove to herself as much as to the world that strength does not lie in tyranny, but in the will to build a community that endures.