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About Lamaar~ ~ ~ –– Warpriest 7 (Molthuni Arsenal Chaplain) of Erastil
-- STATS --
* Lvl 4 Increase, Belt of Dexterity +2
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_________________________________________________________________ –– COMBAT ––
or +1 Longbow +10/+10 [Full BAB with rapid shot & deadly aim] (1d8+7, 20/x3) [To be reflected: Point Blank Shot +1/+1, Deadly Aim: -2/+4, plus manyshot in first attack] CMB: +6 (BAB +5, Str +1)
Speed: 30 ft. Initiative: +6 (Dex +6) _________________________________________________________________ –– AC ––
_________________________________________________________________ –– SKILLS ––
28 skill points => 7 levels with 4 Skill Points per level (2 Warpriest + 2 Int) –– BACKGROUND SKILLS ––
~ Languages:
14 skill points => 7 levels with 2 Background Skill Points per level _________________________________________________________________ –– WARPRIEST SPELLS MEMORIZED ––
–– WARPRIEST LIMITED ABILITIES–– • FERVOR 9 = 3 (1/2 Warpriest Level) + 6 (Wis +6)
–– WARPRIEST FAVORED CLASS BONUS (HUMAN) –– • 7 x Gain 1/6 of a new bonus combat feat. –– HIT POINTS ––:
Lvl 1 - 10 Hit Points: 8 Warpriest + 2 Con Lvl 2 - 10 Hit Points: Rolled 8 Warpriest + 2 Con Lvl 3 – 4 Hit Points: Rolled 2 Warpriest + 2 Con Lvl 4 – 7 Hit Points: Rolled 5 Warpriest + 2 Con Lvl 5 – 7 Hit Points: Rolled 5 Warpriest + 2 Con Lvl 6 – 8 Hit Points: Rolled 6 Warpriest + 2 Con Lvl 7 – 10 Hit Points: Rolled 8 Warpriest + 2 Con TOTAL - 56 Hit Points _________________________________________________________________
–– GOLD –– :
0 gp
–– TEMPORARY GEAR ––
–– GEAR ––
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• NERVOUS (Drawback): Living under constant threat of death or worse from your oppressive government, your nerves have frayed terribly. Whenever you take 10 on an ability check or skill check that imparts any penalty for failure (aside from wasted time), you treat your check as if you had rolled an 8 instead of a 10, even if you are able to take your time. –– TRAITS ––
_________________________________________________________________ –– FEATS ––
_________________________________________________________________ –– 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).
• SPELLS: 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 on page 62. A warpriest must choose and prepare his spells in advance. 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. • 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 his alignment, what magic he can perform, his values, and how others see him. • WAR BLESSING: A Molthuni arsenal chaplain must choose War as his blessing, and can do so even if it is a domain not normally granted by his deity. He does not receive a second blessing. At 7th level, a Molthuni arsenal chaplain gains Quicken BlessingACG (War) as a bonus feat even if he does not meet the prerequisites, but cannot grant a War blessing to himself as a swift action with Quicken Blessing until he 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 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. 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 (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 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 (Su): At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his 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 he 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 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 counts as positive energy. As a swift action, a warpriest can expend one use of this ability 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 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 he treats his warpriest level as his 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 his warpriest level as his 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 his sacred weapons (weapons with which the warpriest has taken Weapon Focus). This ability replaces channel energy. _________________________________________________________________ — AASIMAR Garuda-Blooded (Plumekith) RACIAL TRAITS --
–– Lamaar - Character Background –– :
I. Born into slavery and sacrifice in the church of Asmodeus in Egorian Lamaar was born in the capital of Cheliax: Egorian, the City of Thorns. His mother and many other women were used as the toys of an Asmodean sorceress that regularly experimented by cross-breeding tortured slaves with the planar creatures that the sorceress brought to the material plane. Lamaar and his brother in particular are the unfortunate children of a slave that was forced to copulate again and again with celestial outsiders. During conception his mother was killed and brought back to life so often that Lamaar’s life force - the product of dark rituals of torture, death and rebirth - still has a link to the positive energy that carried his mother to eventually give birth. Lamaar’s mother was a broken woman and although she gave him love and tried to secretly teach him about her roots in the Stolen Lands, she was not able to endure the dark rituals and eventually died so that she could not prevent the Asmodean indoctrination that Lamaar and his brother faced day to day. As Egorian is the heart of the faith of Asmodeus, and the largest concentration of devil worshipers can be found there, the allegiance of the sorceress to the church of Asmodeus was not surprising, and thus this led to the young slaves of the sorceress to be tortured and ‘educated’ in the The Midnight Temple in Egorian. Lamaar can still remember the Black Altar in the Temple of Asmodeus that resembled a devil with large wings and horns and which was the place where many of his siblings had to prove their ultimate loyalty by volunteering! The sacrifice of nine slaves was made to the deity at midnight on the first day of every ninth week. The wings closed around the sacrifices to hide the killing blow, and no corpse remained when they opened. Although Lamaar was a worshiper of Asmodeus, seeing his ‘family members’ die made Lamaar realize that sometimes rules only served those in power. Being asked to give up something dear as a sacrifice, the life of a newly born or older ‘sibling’, triggered something inside of him that made him emotionally connect to the community of slaves around him! He was only a boy at that time but nonetheless he started to revolt against his oppressors and the wish to gain freedom for his brother and the only family he knew grew stronger every day. ~ II. Freedom and joining the community of Erastil in Rostland Maybe it was fate or maybe it was Old Deadeye’s plan but one day a concerted strike on the evil sorceress’ hideout by the Bellflower Network and Pathfinder Society led to the freedom of all slaves including Lamaar himself and his brother. During the fight the evil sorceress and almost all those that had hurt Lamaar and his family were killed by the hands of the slaves and the agents that were trying to break the slave’s chains. The satisfaction that Lamaar felt at that time was his first taste of the connection that can be built with others and the strength that this provides to all those that are part of a community! After that the liberated slaves were able to see the world outside of the hell that they called life for the first time. It was initially hard for Lamaar, his brother and the other slaves to reclaim their new life but it was a human follower of Erastil from Brevoy, Stan Wol, who was part of the group that liberated him that really took Lamaar and his brother under his wing. Stan over time became almost like a father because Lamaar and his brother had simply never met anyone who opened their eyes and showed them the truth — that Asmodeus does not care for his followers, and that there are other deities, organizations and communities that do. This also led to Lamaar opening his eyes to the lessons of the Elk Father that Stan taught him. In the years after his escape Lamaar and his brother stayed together with Stan in Rostland which makes up the southern half of the nation of Brevoy. Here a small group from different races prayed to Erastil and lived off the land as a strong community that raised Lamaar and his brother with the simple sensibilities that hard work wins well-deserved gains, and that it is important to uphold charity and compassion, and that he has to value personal and familial honor. Although there were several occasions that separated Lamaar and his brother from Stan, Lamaar was always nervous and wanted Stan to remain near him. ~ III. Living the life of a soldier in Molthune and choosing his own path
So when Stan decided that it was time to move on, Lamaar and his brother followed. First they spent years in Qadira where Stan, Lamaar and his brother aided a small community of Erastil to build a future and battle the enemies of the faith. Later Stan decided to return to his own homeland in Molthune with a dream to aid this rising power on the shores of Lake Encarthan by enlisting in the national army. Here Lamaar and his brother received their formal training as Molthuni arsenal chaplains and became warpriests. In the Arsenal District in Korholm Stan, Lamaar and his brother were part of an elite force that bolstered Molthune’s military by focusing on the militant aspects of their god. But eventually Lamaar realized that he had to start following his own goals! He had a heartfelt desire to return to his roots and although he did not remember much about his mother, he still remembered her stories of the Stolen Land where she grew up with her parents and siblings in a secluded farm. His brother had other plans and thus they had to say goodbye for the first time! Lamaar has now started the journey to his mother’s birthplace. He does not know why but the nearer and nearer he gets to the Stolen Lands, his mind is more and more flooded with visions of his mother. Memories about her that he cannot associate to anything that he knows about her are somehow pushed into his consciousness by a force that he does not understand. Lamaar is uncertain about what is going on, but he has heard that much has changed in the region that his mother called home. And somehow something inside of him - maybe even his connection to his god - is pointing at Elkhart, the new center that has been created in the Stolen Lands. This is his destination! -----------------------------------------------------------------
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