Cleric

Liath Gwenilian's page

166 posts. Organized Play character for Atlas2112.


Full Name

Liath Gwenilian

Race

Atk:+12/d8+8| Init: +3|CMD: 15 Perc: +9|FX: | F: 5/6 |SW rnds: 5/5 | SA mins: 3/5|

Classes/Levels

Warpriest 6|DF: +3 |AC 22/11/16| F:+8 R+4 W+8| HP 41/67| 1st: 3/5 (4/4) 2nd: 2/4 (2/2) 3rd: 2/2 Bls: 5/6 |

Alignment

NG

Deity

Darlen

Languages

Common, Orc

Strength 20
Dexterity 12
Constitution 14
Intelligence 13
Wisdom 14
Charisma 8

About Liath Gwenilian

Loot log:

Age: 22 years
Height: 5'8"
Weight: 135
Eyes: Sky Blue eyes
Hair: Harvest Wheat hair
Physical: Standing tall in gleaming breastplate, she has a face of stone and little attention to spare for aught but the destruction of evil.

Useful copies:
[Guidance]
[Vigor]
[Divine Favor(+2)]
[War]

DEFENSE
AC 22 (+7 armor, +1 Kilt, +2 shield, +1 dex, +1 Deflection), touch 13, flat-footed 21
CMD 14
HP 11 (1d8+1[con]+1[tou]+1[FC]/lvl) (+3, Toughness)[14+8+8+8+8+8+8 = 67]
Fort [5base+1Res+2Con= +8, Ref [2 base+(1)Res+1Dex= +4, 5base+1Res+2Wis= +8

OFFENSE
Init + 4
Speed 30 ft
CMB +4

Ranged (+4 BAB, +1 dex) +6

Melee (+4 BAB, +4 str) +8
(+4 BAB, +4STR, +1 Focus, +1 weapon) +10

Flail +1, "Righteousness"

Club 1d6+4 x2

STATISTICS

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Strength: 18 (+4)
Dexterity: 14(+2)
Constitution: 12(+1)
Intelligence: 8(-1)
Wisdom: 14[16] (+3)
Charisma: 8 (-1)

Skills:
Skills--total--ranks--class[y/n]--attribute

Acrobatics--
Appraise-- --Int
Bluff---- n--Cha
Climb---8 1--y--Str+4
Craft-- y--Int
Diplomacy--3 1--y--Cha-1
Disguise--
Escape Artist-- n--Dex
Handle Animal-- y--Cha
Heal-- y--Wis+3
Intimidate--:3 1--y-Cha-1
Knowledge – Arcana --Int
Knowledge – Dungeoneering --Int
Knowledge – Engineering y--Int
Knowledge – Geography --Int
Knowledge – History: --n--Int
Knowledge – Local-- ----Int
Knowledge – Nature --Int
Knowledge – Nobility: --n--Int
Knowledge – Planes --Int
Knowledge – Religion-3 1--y--Int-1
Linguistics - --Int+1
Perception--9 2-y--W+3+1
Perform -
Profession(sailor)--7 1--y--Wis+3
Ride-- y--Dex
Sense Motive--7 1--y--Wis+3
Sleight of Hand--
Spellcraft---3 1--y--Int -1
Stealth--
Survival--7 1-y--Wis+3
Swim -8 1--y--Str+4
Use Magic Device--- Cha

Languages: Common, Orc.

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Feat Name & Description:

Combat Expertise [Human]

Weapon Focus (Flail) [1st WP]
Toughness [1st]
+3 hp. +1/lvl

3rd:
Craft Wonderous Item
Disarm (WP)

5th:
Weapon Specialization (+2 damage) (WP)
6th:
Greater Disarm

Favored Class: Warpriest
1stlvl: +1hp

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Traits:

Reactionary: +2 Init. The harrowing experience from his childhood haunts his every waking step. Only eradication of all evil will give him peace. While the enemies of Torm, The Emperor, still draw breath there can be no peace.

Fate's Favored: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Drawback:
Headstrong: You feel compelled to correct every action and argument that contradicts your worldview. Whenever you witness an action or hear an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don't try to stop it or fail in your attempt to stop it (as adjudicated by the GM), you are shaken for 1 hour.

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Racial and Class Skills & Abilities:

Blessings(Healing & War): (3 + 1/2 level) = 4.

Healing Blessing

Powerful Healer (minor): At 1st level, you can add power to a cure spell as you cast it. As a swift action, you can treat any cure spell as if it were empowered (as the Empower Spell feat), causing it to heal 50% more damage (or deal 50% more damage if used against undead).
War Blessing

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.

Sacred Weapon: d8

At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This ability 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 don't need to be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon to have any of the following special abilities: brilliant energy, defending, disruption, flaming, frost, keen, or shock. In addition, if the warpriest is chaotic, he can also add anarchic or vicious. If he is evil, he can also add mighty cleaving or unholy. If he is good, he can also add ghost touch or holy.

Spontaneous Casting

Sacred Armor (Su): At 7th level, the warpriest gains the ability to enhance his armor (but not shields) with divine power as a swift action. This ability grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability for a number of minutes per day equal to his warpriest level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor with any of the following special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, or spell resistance (13, 15, 17, or 19). Adding any of these special abilities consumes an amount of enhancement bonus equal to the special ability's base price modifier (see Table: Armor Special Abilities). For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate special abilities do not stack. The armor must have at least a +1 enhancement bonus before any special abilities can be added.

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Equipment & Gear

Dwarven Boulder Helmet (+2 vs crit confirm)
Breastplate w/ Armored Kilt +1 (+7/+2/-4) (45 lbs)(Heavy armor)

Medium Shield

Flail (+2 to Disarm attempts)

Dagger (1 lb)
Club (3 lbs)

Bandolier-R Shoulder (0 lb)

Bandolier-L Shoulder (0 lb)

Backpack (2 lb.) holds:
50' Rope (10lb)
Water skin (4 lb.)
5 Days of trail rations (5 lb.)
Hooded lantern (2 lb.)
10 Oil [1-pint flask] (5 lb.)
Hip flask--strong Rumboozle (1lb)
Flint and steel, whistle, chalk (0 lb.)
2 blankets (6 lbs)
whetstone

Magic Items:

Pearl of Power-1 x4
Pearl of Power-2 x2

ABP choices:
+2 WIS
7th: +2 Str

Painting, "Bane Resurgent": A man screams a hundred lines, a prophecy for when Bane will murder Torm. The man in the painting seems to writhe and scream, his mouth moving in eternal silent torment.

Weight of Equipment: 93lb.

Spells:

3/2

0: Create Water, Guidance, Stabilize

1: Divine Favor x2

2: Bear's CON x2
Resist Energy x2

3rd: Protection From Energy [84]
acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.

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Money: 19 gp, 5sp, 8 cp

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