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Lokeemon Keilsparn's page

281 posts. Organized Play character for Errtu.


Full Name

Aran Lightstep

Race

Tiefling

Classes/Levels

Warpriest 3 - HP: 18/26 Blessings 4/4 Fervor 2/4

Gender

Male

Size

Medium

Alignment

CG

Deity

Gorum - God of Strength Battle and weapons

Languages

Commo, Abyssal

Strength 18
Dexterity 13
Constitution 14
Intelligence 12
Wisdom 16
Charisma 8

About Lokeemon Keilsparn

Base Stats:

Init +1 (+1 Dex)
Perception +6
____________________________________
DEFENSE
(+1 dex +6 breastplate)
AC 17, touch 11, flat-footed 16
HP 26
Fort +5, Ref +2, Will +6

_____________________________________
OFFENSE
Speed 20 feets: 30 (base)
+ 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.

Melee:
- Great Sword Masterwork Cold Iron 2d6 (19-20/x2) (Ancestral Weapon Trait)
- Bite 1d6 (20/x2) (to be decided)
Ranged:
- long bow (str 18) (1d8 x3?)

_____________________________________
STATISTICS

Base Atk 2; CMB 6; CMD 17

Great Sword - Masterwork - Cold Iron 2d6 (19-20/x2)
Great Sword: [+2 BAB +4 STR +1 WF +1 Masterwork +1 Trait] +9 2d6+6
Great Sword + Power Attack: [+9 -1 PA] +8 2d6+9
Great Sword + Divine Favour: [+9 +2 DF] +11 2d6+8
Great Sword + Power Attack + Divine Favour: [+9 -1 PA +2 DF] +10 2d6+11

Bite: [+2 BAB +4 STR] +6 1d6+4
Bite + PA: [+6 -1] +5 1d6+6
Bite + DF: [+6 +2] +8 1d6+6
Bite + PA + DF: [+6 -1 +2] +7 1d6+8

Long Bow (str 18) (1d8 x3?)
Long Bow: [+2 BAB +1 DEX +1 masterwork] +4 1d8+4
Long Bow + divine favor: [+4 +2] +6 1d8+6

_____________________________________
TRAITS (2)

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

- Ancestral Weapon(Regional)
You have inherited a sacred tribal weapon wielded by your forebears, and you were trained in its use from a young age.
Benefit: Select either cold iron or silver. You begin play with a masterwork melee weapon made of the material of your choice. You must be proficient with this weapon, and its combined cost cannot exceed 500 gp.
You gain a +1 trait bonus on attack rolls with weapons made of the selected material.

Feats:

- Fey Founding (1st) Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. you suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).
- Weapon Focus (Warpriest) Great Sword
- Power Attack (3rd)
- Cleave (3rd) (warpriest)

Skills:

(2 Warpriest +1 INT x3 ) = 9

- Acrobatics (Dex) 3 (2 ranks +0 CC +1 DEX)
- Climb (Str) 8 (1 ranks +3 CC +4 STR)
- Craft (Int) 0 (0 ranks +3 CC +0 INT)
- Diplomacy (Cha) -1 (0 ranks +3 CC -1 CHA)
- Handle Animal (Cha) -1 (0 ranks +3 CC -1 CHA)
- Heal (Wis) 3 (0 ranks +3 CC +3 WIS)
- Intimidate (Cha) 1 (0 ranks +3 CC -1 CHA +2 Thiefling)
- Knowledge (engineering) (Int) 1 (0 ranks +3 CC +1 INT)
- Knowledge (religion) (Int) 5 (1 ranks +3 CC +1 INT)
- Perception (Wis) 6 (3 ranks +0 CC +3 WIS)
- Profession (Wis) 3 (0 ranks +3 CC +3 WIS)
- Ride (Dex) 1 (0 ranks +3 CC +1 DEX)
- Sense Motive (Wis) 7 (1 ranks +3 CC +3 WIS)
- Spellcraft (Int) 1 (0 ranks +3 CC +1 INT)
- Stealth (Dex) -2 (0 ranks +3 CC +1 DEX -3 Armor)
- Survival (Wis) 7 (1 ranks +3 CC +3 WIS)
- Swim (Str) 4 (0 ranks +3 CC +4 STR)

Tiefling (Oni-Spawn):

Tiefling Reference
Ability modifier: +2 Str +2 Wis -2 Cha
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.
Fiendish Sprinter: Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Fiendish Resistance: cold resistance 5, electricity resistance 5, and fire resistance 5.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Skilled: +2 racial bonus on Disguise and Intimidate checks.

Maw: bite attack that deals 1d6 points of damage. This attack are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
OR
Spell-like ability: Can use alter self once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

Warpriest LVL 3:

Weapon and Armor Proficiency:
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).

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) 4x/day
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.

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
Can replace weapon damage by 1d6.

Fervor (Su) 4x/day
This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier.
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
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.
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 for these feats (in addition to base attack bonuses gained from other classes and racial Hit Dice). 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.

Warpriest Blessings:

Destruction Blessing
Destructive Attacks (minor): At 1st level, you can touch an ally and bless it with the power of destruction. For 1 minute, the ally gains a morale bonus on weapon damage rolls equal to half your level (minimum 1).

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.

Spells:

LVL 0 (max 4)
- Detect magic x2
- Light x1
- Stabilize x1

OOC: I'll have to check this later
LVL 1 (max 4)
Divine Favor x3 (2 used)
Protection from evil x1 (1 used)

Equipment:

[carrying capacity STR 18: 100lbs (Light Load) - 200lbs (Medium Load) ]
[carrying capacity STR 19: 116lbs (Light Load) - 233lbs (Medium Load) ]
[carrying capacity STR 20: 133lbs (Light Load) - 266lbs (Medium Load) ]

[Starting Gold: 3.000]

Weight: 8+3+6+25+82 (stuff) = 124
Gold: 0 + 821 + 550 + 236,5 = 1607,5gp

[Remaining Gold: 1.392,5 gp]

Great Sword - Master work - Cold Iron (trait - free; 8lb)

Long Bow, composite (+4) (masterwork) (800gp; 3lb)
Arrows, common (20) (1gp; 3lb)
Arrows, durable (20) (20gp; 3lb)

Breastplate(agile) masterwork (AC:6; Max dex:+3; armor check pen.:-3) (550gp;25lb)

-----------
-- STUFF --
-----------

--- Cost 31,5 gp; Weight 60 lbs.
bedroll (5 lbs.); bellx5 (5gp; - ) ; winter blanket (3 lbs); map case (1/2 lb);
5 pieces of chalk;
fishhook and line;
flint and steel; grappling hook (4 lbs.); hammer and pitons x10 (7 lbs.), 10 days Rations (10 lbs.);
silk rope (50 ft., 5 lbs.);
5 Sacks (2.5 lbs); sewing needle & thread; shovel (2gp; 8 lb);
signal whistle; soap (1 lb.);
10 candles (1 lb.);
3 waterskins (12 lbs. full); whetstone (1 lbs).

--- Cost 62gp; Weight 8 lb
masterwork backpack (50gp; 4 lb) -- treat STR as +1 for carrying capacity
Crowbar (2gp; 5lb)
Paper/parchment x5 (2gp; -)
ink (8gp; -)
inkpen( 1sp; - )
wire x2 ( 10gp; 1lb )
STRING OR TWINE x2 ( 2cp; 1lb)
marbles x4 (1sp ; 1lb)
Sack of powder x2 (2cp; 1lb)

--- Cost 143gp; Weight 14 lb
daggers x2 ( 4gp; 2lb)
Smelling salts (25 GP; -) - wake up an unconscious person (like the Cleric!)
Alchemist's Fire (20 GP; 1lb) - faster and more reliable than flasks of oil
Vermin Repellent (5 GP; - ) - helps against swarms
Climber's kit (80 gp; 5 lb)
acid flask x1 (10gp; 1lb)
sling (-; -)
sling bullets x10( 1sp; 5 lb)

stuff Total (31,5+62+143 = 236,5gp; 60+8+14=82lb)

wand demon healing?

Loot:

from bugbears
- a length of rope
- 7gp / 4 = 1,75GP not yet in gold

Undead Dwarf that capture souls
hammer - it is not magical, but the material it is built of has a shine different from anything you have ever seen