About Lex ReicherBackground:
Being a Samsaran has meant that he has stood out from birth. For several lifetimes now he has served Achaekek, sometimes as a Red Mantis Assassin, sometimes not. This lifetime has meant serving Achaekek more directly - as a Warpriest. From an early age the local syndicate has marked out his skills (both past and present) and trained him for Black ops and Wet work. DEFENSE:
AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex) hp 36 (3d10)+3 +3 Fort +3, Ref +8, Will -1 Defensive Abilities: Lookout (+2 Initiative), Reactionary (+2 Initiative), Lifebound (+2 vs. Death Effects, Negative Energy and to stabilize) OFFENSE:
Speed 30 ft. Melee Sawtooth Sabre +6 (1d8+4/19-20) Sawtooth sabre Two Weapon Fighting +7/+7 (1d8+4/1d8+4) Masterwork Ranged composite shortbow (str +1) +8 (1d6+1/x3) Special Attacks Sneak Attack 1d6, studied target +1, sacred weapon, tactician, Base Atk +3; CMB +4; CMD 18 Feats:
Armor Proficiency, Light, Medium, Heavy Coordinated Charge Simple Weapon Proficiency Martial Weapon Proficiency Sawtooth Sabre Proficiency Slashing Grace Two-Weapon Fighting Weapon Finesse Weapon Focus Skills:
Acrobatics +9 (Ranks3 Class+3 Dex+4 Armor-1) Climb +7 (Ranks1 Class+3 Dex+4 Armor-1) Diplomacy +2 (Ranks1 Class+3 Cha-2) Escape Artist +7 (Ranks1 Class+3 Dex+4 Armor-1) Fly +4 (Dex+4) Heal +7 (Ranks1 Class+3 Wis+3) Knowledge (Religion) +4 (Ranks1 Class+3 Int+0) Perception +9 (ranks3 Class+3 Wis+3) Ride +4 (Dex+4) Sense Motive +7 (Ranks1 Class+3 Wis+3) Sleight of Hand +4 (Dex+4) Stealth +9 (Ranks3 Class+3 Dex+4 Armor-1) Survival +7 (Ranks1 Class+3 Wis+3) Swim +7 (Ranks1 Class+3 Dex+4 Armor-1) Spells:
Spells prepared: 0th: Detect Magic, Light, Mending, Read Magic 1st: Divine favorx2, Lead Blades, Feather Step Miscellaneous:
Languages: Common, Samsaran Init +7 Senses Perception +9, Low Light vision Blessings Law, Trickery Fervour 1d6, 5/day Lookout +1 Initiative sacred Weapon 1d6 Sneak Attack +1d6 Tactician Possessions:
carried Masterwork Sawtooth Sabre (x2) Composite Longbow STR +1 worn
MW Backpack containing
SPECIAL ABILITIES:
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 for details). 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.
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. An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared. 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.
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.
Talents marked with an asterisk add effects to a slayer's sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.
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).
With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack and damage rolls, as well as the bonus to slayer ability DCs against a studied, target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a slayer can study an opponent as a move or swift action.
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