Lassiviren

Lex Reicher's page

34 posts. Organized Play character for Gavmania.


Full Name

Bakir Karim El-Nahir

Race

Human

Classes/Levels

Alchemist (Grenadier) 2 (ac20, touch 14), F/R/W 4/7/6 HP 36/36, Init +7)

Gender

Male

Size

5'4"

Age

20

Special Abilities

Alchemy, Bombs, Mutagen

Alignment

NG

Deity

Sarenrae

Location

Zimar

Languages

Common, Kellish

Occupation

Alchemist

Strength 13
Dexterity 15
Constitution 13
Intelligence 18
Wisdom 10
Charisma 11

About Lex Reicher

Background:

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
Belt pouch (contains 36gp, 19sp and 10cp)
Cleric's vestments
Holy Symbol, Tattoo
+1 Mithral Breastplate
Thieves tools, Masterwork (secreted with sleight of hand dc 32)
wrist sheath (contains smokestick)

MW Backpack containing
Antitoxin x2
Bell
Bullseye Lantern
Caltropsx4
Candles x9
Canvas (square yards x4)
Case, Map or scroll
Chalk x5
Fish hook
Flint and Steel
Grappling Hook
Ink
Inkpen
Oil (Flask) x4
Mirror
Mug/Tankard
Paper
Parchment
Pitonx5
powder x3
Rope, silk 100'
sack (empty) x2
Scroll - Magic Weapon x2
Scroll - Protection from Chaos
Scroll - Obscuring Mist
sewing needle
Shaving Kit
signal whistle
smokestick x4
String/Twine
Tindertwig x5
vial
Wand (Cure Light Wounds) - 20 Charges
waterskin

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.
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.

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.
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).
Lifebound (Ex): Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Lookout (Ex): At 1st level, a vanguard adds 1/2 his level (minimum 1) to initiative checks. This ability replaces track.
Low-Light Vision: Samsarans can see twice as far as humans in conditions of dim light.
Mystic Past Life (Su): You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class's key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you're adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past. Current spells: Lead Blades(1st), Feather Step (1st), Alter Self (2nd), Stoneskin (5th)
Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on the table above. These spells are cast as any other spell, but aren't expended when cast and can be used again.
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 the table above; 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.
Slayer Talents: As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once.

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.
Spontaneous Casting]/b]: 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).
[b]Sneak Attack
At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

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.
Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

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.
Tactician (Ex): At 2nd level, a vanguard receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Once per day as a standard action, the vanguard can grant one of his teamwork feats to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the vanguard possesses. Allies do not need to meet the prerequisites of this bonus feat. Whenever the vanguard is able to select a new slayer talent, he can instead choose to gain an additional use per day of this ability. This ability replaces the slayer talent gained at 2nd level.
Trait: Fringe Magic: You are a student in an advanced field and can learn 2 spells or equivalent from spell lists other than your own. Spells learned: Haste (2nd), Dimension Door (3rd)
Trait: Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.