Mage Slayer

Lucian the bloodhound's page

217 posts. Alias of Helikon.


Full Name

Lucian, the bloodhound

Race

Half-Orc

Classes/Levels

Warpriest Arsenal Champion 6

Gender

Male

Size

Medium

Age

21

Alignment

LG

Deity

Iomedea

Languages

Common

Strength 14
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 14
Charisma 8

About Lucian the bloodhound

Combat:

Lucian the Bloodhound CR 5
Male Half-orc Warpriest Moldune Arsenal Chaplain 6
NG Medium Humanoid (Human, Orc)
Init +2 ; Senses Perception +8
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DEFENSE
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AC 19, (+4 armor +4 Dex+1Shield)
touch 14, flat-footed 15
hp 45
Fort +9, Ref +8, Will +9
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OFFENSE
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Spd 30 ft.
Melee:
Longsword (Cold Iron)+7 (1d8+3 /19-20/x2)
Ranged:
Clongbow+1 +10 (1d8+3/19-20/x2)
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STATISTICS
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Str 14, Dex 18, Con 14, Int 10, Wis 14, Cha 08
Base Atk +0; CMB +2; CMD 13

Racial Traits:

Ability Score Racial Traits: +2 DEX
Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type:
Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size:
Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed:
Half-orcs have a base speed of 30 feet.
Languages:
Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Intimidating
Half-orcs receive a +2 racial bonus on Intimidate due to their fearsome nature.
City Raised:
Half-orcs are proficient with whips and longswords and receive a +2 racial bonus on Knowledge local checks.
Sacred Tattoo
Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Darkvision:
Half-orcs can see in the dark up to 60 feet.
Orc Blood:
Half-orcs count as both humans and orcs for any effect related to race.

Warpriest:

The Warpriest's class skills are 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).
Weapon and Armor Proficiencies:
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). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat.

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.
A warpriest’s highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher.
To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a warpriest’s spell is 10 + the spell’s level + the warpriest’s Wisdom modifier.
Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–14. In addition, he receives bonus spells per day if he had a high Wisdom score (see Table 1–3 on page 17 of the Core Rulebook).
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): Lawful Good
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).

War Blessing (Su): (Su):
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.
The 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.
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 Weapon: 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).

[b]Orisons:
Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table 1–14. 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 base damage of a Molthuni arsenal chaplain’s sacred weapon does not increase above 1d6.
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 good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. 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.

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.
Chaotic and Evil Spells:
A warpriest cannot cast spells of an alignment opposed to his own or his deity’s (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages:
A warpriest’s bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.

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 the his sacred weapons (weapons with which the warpriest has taken Weapon Focus).

Aspect of War (Su):
At 20th level, the warpriest can channel an aspect of war, growing in power and martial ability. Once per day as a swift action, a warpriest can treat his level as his base attack bonus, gains DR 10/-, and can move at his full speed regardless of the armor he is wearing or his encumbrance. In addition, the blessings he calls upon don’t count against his daily limit during this time. This ability lasts for 1 minute.


Feats,Traits,Skills:

Feats:
Point Blank Shot (1)
Weapon Focus Longbow (WP1)
Precise Shot (3)
Deadly Aim (WP3)
Rapid Shot 5
Multishot (WP6)
Weapon Spezialisation Longbow (FCB)
Traits:
Fate´s Favored
Boarded in the Shackles +1 Fort
Skills:
Skillranges 6x (2+2BS )
ACP 0
Acrobatics: 4 = 4 + DEX Mod + 0 - ACP;
Appraise: 0 = 0 + INT Mod + 0;
*Bluff: -1 = 0 + CHA Mod + 0;
*Climb: 2= 0 + STR Mod + 0 -ACP;
Craft (Fletchery): 9= 6 + INT Mod + 3;
*Diplomacy: 3 = 1 + CHA Mod + 3;
*Disguise: -1 = 0 + CHA Mod + 0 ;
Escape Artist: 4 = 0 + DEX Mod + 0 - ACP;
Handle Animal: -1 = 0 + CHA Mod + 0 ;
*Heal: 2 = 0 + WIS Mod + 0;
*Intimidate: 3 = 1 + CHA Mod + 3;
*Know(Arc): 0 = 0 + INT Mod + 0;
*Know(Dung): 0 = 0 + INT Mod + 0;
Know(Hist): 0 = 0 + INT Mod + 0;
Know(Local): 0 = 0 + INT Mod + 0;
*Know(Nature): 0 = 0 + INT Mod + 0;
Know(Nobility): 0 = 0 + INT Mod + 0;
*Know(Planes): 0 = 0 + INT Mod + 0;
*Know(Religion): 0 = 0 + INT Mod + 0;
Linguistics: 0 = 0 + INT Mod + 0;
*Perception: 8 = 6 + WIS Mod + 0;
*Ride: 0 = 0 + INT Mod + 0;
*Sense Motive: 9 = 4 + WIS Mod + 3;
Sleight of Hand: 4 = 4 + DEX Mod + 0 - ACP;
*Spell Craft: 0 = 0 + INT Mod + 0;
*Stealth: 4 = 0 + DEX Mod + 0 - ACP;
*Survival: 2 = 0 + WIS Mod+0
*Swim: 2= 0 + STR Mod + 0 -ACP;
Use Magical D.: -1 = 0 + CHA Mod + 0 ;

Equipment:

Starting funds 8000
Weapons: +1 Adaptive Composite Longbow 3400
60 Cold iron Durable Arrows 66 20 Blunt durable 22 MW Cold Iron Longsword 330 Machete 6
Armor: Mithral shirt 1100
Buckler 5
Wonderous Items: Cloak of Resistance +1 1000 Dusty rose cracked prism 500 Glorious Tabard 400 Talisman of benificial winds 150
Sleeves of many garments 250 Anytool 250
Scrolls: 4x Cure light wounds Lv1 100 Comprehend languages 25 Protection from Evil 25
Mundane Equipment:
Explorers Outfit (free) MW Backpack 50 Antiplague 50
Clerics Kit 16
Signet Ring 5 Pipe and Tabbacco 1
Signal Horn 1


Spells:

Orisons:
Create Water, Detect Magic, Guidance; Light, Stabilize
Level 1 : Divine Favorx3, Shield of Faith, Abundant Ammunition
Level 2: Bull´s Strengthx2, Defending Bone, Silence

Backstory:


Secrets: