Catfolk

Ludo the Lionhearted's page

37 posts. Alias of michaelane.


About Ludo the Lionhearted

Ludo the Lionhearted
Litorian Warpriest of Lothian 4
LG Medium humanoid (catfolk)
Init +2; Senses low-light vision, scent; Perception +14
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Defense
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AC 20, touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 deflection)
hp 35 (4d8+12)
Fort +6, Ref +3, Will +7
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Offense
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Speed 20 ft.
Melee* +1 greatsword +8 (2d6+8/19-20) and
. . bite +0 (1d6+2)
*always power attacks with greatsword unless stated otherwise
Special Attacks channel positive energy 2/day (DC 15, 1d6)
Warpriest Spells Prepared (CL 4th; concentration +7):
2nd*—bull's strength (2)
1st*—divine favor (4)
0* (at will)—detect magic, enhanced diplomacy, read magic, stabilize
*typically prepared, daily preparation may vary
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Statistics
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Str 16, Dex 14, Con 14, Int 12, Wis 16, Cha 16
Base Atk +3; CMB +5; CMD 19
Feats Furious Focus, Power Attack, Step Up, Weapon Focus (greatsword)
Traits Fate's Favored, Seeker
Background Temple Acolyte (Benefit: Special Contacts)
Skills Diplomacy +9, Heal +7, Intimidate +11, Knowledge (religion) +8, Perception +14, Spellcraft +5, Survival +9
Languages Celestial, Common, Other Language
SQ aura, blessings, Fervor 1d6, holy strike, Sacred Weapon +2, blessings (good blessing, war blessing), war mind
Other Gear +1 breastplate, +1 greatsword, ring of protection +1, silver holy symbol (Lothian), Acolyte's Badge of the Knights of the Pale* (masterwork tool: Diplomacy, Intimidate), Eyeglasses* (masterwork tool: Perception, Survival), spell component pouch, belt pouch, 69 gp
*purchased as separate items, but thematically the same
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Special Abilities
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Aura (Ex) The Warpriest has an aura corresponding to his deity's alignment.
Bite (Ex) Prerequisites: Small or larger size. Benefit: Members of this race gain a natural bite attack.
Blessings (5/day) (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).
Fate's Favored Increase luck bonuses by 1.
Fervor 1d6 (5/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Holy Strike (Su) At 1st level, as a standard action you can touch one melee weapon to bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an extra 1d6 points of damage against evil creatures. This bonus damage does not stack with the holy weapon special ability.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Weapon +2 (4 rounds/day) (Su) The warpriest gains the ability to imbue his sacred weapon with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every four levels beyond 4th, this bonus increases by +1 to a maximum of +5 at 20th level. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can imbue a weapon with any of the following weapon properties: brilliant energy, defending, disruption, flaming, frost, keen, and shock. If he is good, he can add holy and merciful. If he is lawful, he can add axiomatic and ghost touch. The warpriest can use this ability one round per day per warpriest level, but these rounds do not need to be consecutive. The enhancement bonus and properties are determined the first time the ability is used each day, and cannot be changed until the ability is used again the next day. This ability can be ended as a free action at the start of the warpriest’s turn (and that round does not count against the total duration, unless the ability is resumed).
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
War Mind (Su) At 1st level, as a standard action you can touch an ally to grant it a tactical advantage for 1 minute. Each round at the start of its turn, 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.
Warpriest Channel Positive Energy 1d6 (2/day) (DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Background:

Saved from a demon by Dierna Hillerchaun, Ludo attached himself to the Knights of the Pale and for the last three years has been serving as an acolyte to the elderly Sister Terella Spoch.

While Ludo is not yet a full member of the Knights of the Pale, he has been subject to a great deal of ribbing about becoming the next 'Brother of the Heart' and that perhaps all future knights will need to have a 'heart' nickname leading to speculation about possible nicknames for Dierna, and Zophus Adhar as well.