Cheliaxian Rogue

Khathi Manor's page

66 posts. Alias of djdust.


Classes/Levels

F Changeling Warpriest 1 | HP 4/8 | AC 17 T 11 FF 16 | F +2 R +1 W +5 (+2 vs charm, compulsion, fear) | Init +1 | Perc +3 | Active Effects: Guidance

About Khathi Manor

Crunch:

Name
F Changeling Warpriest 1
LN M Humanoid (Changeling)
Init +1; Senses Darkvision 60ft; Perception +3
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Defense
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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
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Offense
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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
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Statistics
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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
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Special Abilities
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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
Focused Disciple You gain a +2 trait bonus on saving throws against charm and compulsion effects.
Armiger You are an initiate -known as an “armiger”- in the Hellknight Order of The Pike. You distinguished yourself early in your training in some fashion, and Parlictor Drovust has her eye on you. Your official standing within the Hellknights grants you a +3 bonus on any Diplomacy and Bluff check with other Hellknights. However, you must always respect rank, as well as bring to justice any subversive elements within Fort Inevitable you may discover.

Feats
Focused Discipline You gain a +2 bonus on all saving throws against fear effects. Whenever a fear effect targets you and fails to affect you (either because of a successful saving throw or because of immunity to fear), you gain a +2 morale bonus on attack rolls, weapon damage rolls, and CMB checks against the creature that attempted to use the fear affect on you for 1 round.
Weapon Focus: Heavy Mace You gain a +1 bonus on all attack rolls you make using the selected weapon.

Class Features
FCB +1 Skill Point
Weapon and Armor Proficiencies A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat.
Spell Casting (divine) A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section. A warpriest must choose and prepare his spells in advance.

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.
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).
Blessings (Su) 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 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.
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.
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.
Focus Weapon At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon).
Sacred Weapon (Su) 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, 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.
Bonus Languages A warpriest’s bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.

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.