Lem

"Lucky" Hennet Starstrike's page

186 posts. Organized Play character for Steven_Evil.


Full Name

"Lucky" Hennet Starstrike

Race

Halfling Warpriest (Desna) 3

Classes/Levels

Fervor: 3/3 Blessings: 4/4 Luck: 3/3 HP:23 AC:19 T:14 FF:16 Init+3 Fort:+5 Ref:+4 Will:+5 M. Rapier +7, 1d4+7, 18-20x2 Battle Aspergillum +6 1d4 20x2 Shortbow +6, 1d4, 20x3

Skills:
Diplomacy:8 Knowledge-Religion:6 Perception:11

Gender

Male

Size

Small

Special Abilities

Spells, Domains, Blessings, Focus Weapon, Sacred Weapon, Fervor 1d6

Alignment

Chaotic Good

Deity

Desna

Location

Absalom

Languages

Common, Halfling

Occupation

Pathfinder

Strength 10
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 14
Charisma 14

About "Lucky" Hennet Starstrike

XP:8 Fame:16
PP Earned:16
PP Spent:4

Racial Traits:
Ability Score Racial Traits:Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealthchecks.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Weapon Familiarity:Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception Checks.

Traits:
(Alternate Racial) Adaptable Luck: Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.
(Alternate Racial)Fleet of Foot :Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
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.
Fate's Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Class Abilities:
Aura: 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: 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 alignmentmatches 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.

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: 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 Table 1–14; 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 alignmentcomponents), 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 bonusbefore any other special abilities can be added.

If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonusand 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.

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: 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.

Stats
HP:23
AC:19
Touch:14
Flat Footed:16
Speed:30ft
Initiative:+3

Saves
Fort:5
Ref:4
Will:5

Attacks
+1 Rapier +7, 1d4+7, 18-20x2
Battle Aspergillum +6, 1d4+0, 20x2
Shortbow +6, 1d4+0, 20x3

Feats:
Weapon Focus-Rapier: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Piranha Strike: When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.
Fencing Grace: When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The rapier must be one appropriate for your size.

In addition, if you have the panache class feature, you gain a +2 bonus to CMD against attempts to disarm you of your rapier while you have at least 1 panache point.

Skills
Diplomacy:8
Knowledge-Religion:6
Perception:11

Spells Per Day
0: 3
1: 4

Spells Prepared
0:
Detect Magic
Light
Read Magic

1:
Divine Favor
Divine Favor
Shield of Faith
Summon Monster I

Domains
Luck
Good

Blessings
Luck Blessing-Lucky Presence (minor): At 1st level, you can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, the effect ends.
Unlucky Enemy (major): At 10th level, as an immediate action you can force an adjacent opponent to reroll an attack, saving throw, or skill or ability check it just attempted; it must take the lower of the two rolls. You must declare this after the roll is made but before the result is revealed.

Good Blessing-Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.
Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a good outsider or an animal with the celestial creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level).

Gear:
+1 Rapier
Cold Iron Rapier
Battle Aspergillum
Shortbow
--Arrows-20
--Blunt Arrows-20
--Cold Iron Arrows-20
--Silver Arrows-20

+1 Chain Shirt
Bandolier-2
--Acid Flask-2
--Holy Water-2
--Wand of Divine Favor-50 Charges
--Wand of Cure Light Wounds-50 Charges
--Wand of Disrupt Undead-30 Charges

Belt Pouch-5

Masterwork Backpack
--Bedroll
--Candles-10
--Cheap Holy Text
--Flint and Steel
--Iron Pot
--Mess Kit
--Rope
--Soap
--Spell Component Pouch
--Trail Rations-5 days
--Waterskin
--Wooden Holy Symbol
30gp

Background:

Proposed Level Up Scheme:

1: Weapon Focus-Rapier, Weapon Finesse
2:--
3: Piranha Strike, Fencing Grace
4: Ability Score Increase-Con
5: Weapon Specialization-Rapier
6: Channeled Blessing
7: Fortunate One
8: Ability Score Increase-Dex
9: Greater Weapon Focus-Rapier, Lucky Strike
10: --
11: Adaptive Fortune
12: Ability Score Increase-Dex, Greater Weapon Specialization-Rapier

Scenarios Completed
Wounded Wisp
The Godsmouth Heresy
The Prince of Augustana
Black Waters
Frozen Fingers of Midnight
The Sun Orchid Scheme