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About Khathi ManorCrunch:
Name F Changeling Warpriest 1 LN M Humanoid (Changeling) Init +1; Senses Darkvision 60ft; Perception +3 -------------------- Defense -------------------- AC 17, touch 11, flat-footed 16 (+4 armor, +1 shield, +1 nat, +1 Dex) hp 8 (1d8) Fort +2, Ref +1, Will +5 (+2 vs charm, compulsion, fear) Resist none -------------------- Offense -------------------- Speed 30 ft. Ranged Ranged Attack +1 Melee Heavy Mace +3 (1d8+3/x2); 2x Claw +2 (1d4+3/x2) Special Attacks None Spell-Like Abilities None Warpriest Spells Prepared (CL 1): Level 0 (at will) [DC 13] Guidance, Resistance, Stabilize Level 1 (2/day) [DC 14] Burning Disarm, Divine Favor -------------------- Statistics -------------------- Str 14, Dex 12, Con 11, Int 10, Wis 16, Cha 12 Base Atk +0; CMB +2 CMD 13 Feats Focused Discipline, Weapon Focus: Heavy Mace Traits Focused Disciple, Armiger Skills Acrobatics -1, Appraise +0, *Artistry +4, Bluff +1 (+4 vs Hellknights), Climb +4, Diplomacy +1 (+4 vs Hellknights), Disguise +1, Escape Artist -1, Fly -1, Heal +3, Intimidate +1, Kn. Religion +4, Linguistics +1, *Lore (Fort Inevitable) +4, Perception +3, Ride -1, Sense Motive +3, Stealth -1, Survival +3, Swim +0 Languages Common, Infernal SQ None -------------------- Special Abilities -------------------- Racial Traits Natural Armor Changelings have a +1 natural armor bonus. Claws Changelings’ fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each). Darkvision Changelings see perfectly in the dark up to 60 feet. Hulking Changeling (Annis Hag)The changeling gains a +1 racial bonus on melee damage. Traits
Feats
Class Features
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.
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.
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.
Gear:
Combat Gear Heavy Mace, MW Leather Lamellar, Light Steel Shield, Iron Holy Symbol of Asmodeus, Alchemist’s Fire Other Gear Warpriest’s 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.) Dungeoneering Kit (This bundle of essential supplies for exploring ruins and abandoned cities includes two candles, chalk, a hammer and four pitons, 50 feet of hemp rope, a hooded lantern with 5 flasks of oil, two sacks, two torches, and four tindertwigs.) Pyrography Kit (Also called a “woodburning kit,” this set of metal needles, styluses, and brands is used to draw on leather or wood by burning it. Using the kit requires a fire source; the needle or stylus is heated in the fire and held in a thick leather handle, then used like a pen.) Common Artisan’s Tools, Folding Shovel, Common Grappling Hook Story:
Khathi was found as a baby, wrapped in a bundle, by a woodsman named Gareth, outside the walls of Fort Inevitable. Gareth had recently lost his wife to illness, and taught the child that her mother died in childbirth. Khathi believes in this lie to this day. Raised normally otherwise, Khathi grew up knowing only the safety and peace afforded by the watchful eye of The Order of the Pike, who governed the fort. That is, until her 14 year, when things began to change. A mark appeared on her face, under her left eye, and Khathi began having nightmares and strange urges. She felt compelled to run off into the woods, while she dreamt of burning the fort down and killing everyone within. She developed a lustful urge for violence and destruction that felt antithetical to the harmonious life she identified with. Frightened by these changes, Khathi approached the greatest symbol of control available to her, the Hellknights, and found a means of reigning in her desires through the teachings of Asmodeus. Through strict discipline, she learned to suppress her compulsions, her charms, and her fears. She became known as a solitary student, who kept to herself, alone with her prayers and rituals, but also developed a divine connection and fighting prowess. Appearance:
Age: 21 Height: 5’9” Weight: 115 lbs Khathi is fair skinned with straightened dark hair. She passes for human, and she considers herself human, as she does not understand the circumstances of her existence. Her fingernails are hardened into sharp claws, but she keeps them hidden under gloves. There is a dark mark under her left eye, and that eye is noticeably bigger then her right, and bulges out a little. The iris of her right eye is brown, but that of her left is black. Other than this off putting asymmetry, you could say she’s fairly pretty. She wears leather lamellar armor, and carries a heavy mace and shield. Her armor is highly decorative, and well made, with infernal prayers dutifully burned into the leather bands. An iron pauldron on her right shoulder, as well as her shield, bear the emblem of The Hellknight Order of the Pike, a dragon pierced by three lances. |