Undead Slayer

Luna Atarau's page

4 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


About Luna Atarau

Max HP: 10 (1d8+2 Con) Current HP:10 Non Lethal:
STR 14 (+2) DEX 13 (+1) CON 14 (+2) INT 10 (+0) WIS 16 (+3) CHA 12 (+1)
Defense
AC:19 (10+5 Armor +1 Dex +3 Shield) Touch: 11 : Flat footed: 18 CMD:13
Armor
Scale Mail
Speed: 20
Saves:
Fort: +4 Reflex: +2 Will: +5
Defensive abilities
Enshrouding Darkness: 20% concealment (1 minute)

Senses: Darkvision 60ft
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Offense
BAB:+0 CMB:+2 Initiative +1

Combat:
Melee: Heavy Mace +3 1d8+2 Bludgeoning x2
Melee: Alchemical Silver Sickle +2 1d6+2 Trip x2
Ranged: Longbow +1 1d8 x3

Special attacks:
Holy strike +1d6 (1 minute)
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Spells
0-level (3)
Detect Poison, Create Water, Resistance
1st level (1+1)
Protection from Evil, Divine Favor
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Special Abilities
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). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat.
Orisons:
Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting
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.
Aura (Ex) 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).

Blessings (Su) /day
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 alignment matches 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.
Good
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.
Darkness
Enshrouding Darkness (minor): At 1st level, you can touch an ally and bestow a darkness blessing. For 1 minute, the ally becomes enshrouded in shadows while in combat, granting it concealment (20%). Creatures that are normally able to see in supernatural darkness ignore this concealment.
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 (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 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 alignment components), 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 bonus before any other special abilities can be added.

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Adventuring Skills: 2+0 Int mod =2 per level
Acrobatics +1
*Climb +2
*Appraise+
Diplomacy +1
*Heal +7
Escape Artist +1
*Intimidate +1 (+3 Darkness)
*Knowledge (arcane)
*Knowledge (religion) +4
Knowledge (history)
*Knowledge (martial)
Knowledge (occult)
Knowledge (planes)+
Perception +3 (+5 Darkness)
*Profession +
Ride (Dex)
*Sense motive +3
*Spellcraft (Int) +
Stealth +2 (+4 Darkness/ +3 or +5 depending on moon phase)
*Survival (Wis)+3

Background skills:
Knowledge (History)+4
*Linguistics + 4
Artistry () +

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Languages
Common, Elven

Feats:
Weapon Focus (Heavy Mace)*, Healer’s hands (Conduit: use the Heal skill to treat deadly wounds as a full-round action)*, Shield Focus.
Traits:
Child of the Moon
Your lunar gift becomes much more powerful when the moon is full.
Benefit(s) Choose either Climb, Stealth, or Swim. You gain a +1 trait bonus on checks made with the chosen skill. On dates during and after the first quarter of a lunar phase but before end of the last quarter (the half of the lunar cycle where the moon is fuller), this bonus increases to +2. During the full moon, this bonus increases to +4.

Sacred Touch
You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer.
Benefit: As a standard action, you may automatically stabilize a dying creature merely by touching it.

Racial
• Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
• Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
• Base Speed: Humans have a base speed of 30 feet.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
FEAT AND SKILL RACIAL TRAITS
• Bonus Feat: Humans select one extra feat at 1st level.
• Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.

Languages: Common, Celestial
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Equipment/Gear (lbs)
Warpriest’s Kit: This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol,
Silver holy symbol, perfume, standard clothing, Adventurer's sash, soldier’s uniform
Combat gear: Heavy mace, scale mail armor, Heavy steel shield, Longbow, Alchemical Silver sickle
Magical Gear
Armor

Body
Chest
Eyes
Feet:
Hands:
Head:
Headband
Neck:
Rings
Shoulders:
Waist
Wrists:

Slotless items

Potions:

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Personality

Background
20 Questions:

1. What is your character’s name?
Luna Atarau
2. How old is your character?
23

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Tall and powerfully built with a statuesque presence, her near flawless marble white skin, a clear sign of her nocturnal nature, almost glows in dim light, long raven black hair stark in contrast, with glittering motes, reminiscent of stars seeming to sparkle in her hair when she moves. Dark grey, intense eyes intently take in her surroundings, a serious expression tending to be her default. More often than not, she is seen wearing her well kept scale armor over what appears to be a uniform, giving a somewhat military feel to her presence, amplified by the shield usually on her back, and the stylized heavy mace and sickle that hang from her waist.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
One observing her for a bit would notice her perfect posture and almost military stance, as well as her excellent physical condition, and a tendency to prefer the shadows, often avoiding direct sunlight if possible.

5. Where was your character born? Where were you raised? By who?
Born and Raised in Waterdeep by her parents, her birth during the full moon, coupled with signs and portents observed by the Priests of Selune, resulted in the Church’s involvement early in her life, and her subsequent indoctrination into the worship of Selune

6. Who are your parents? Are they alive? What do they do for a living?
Her father is a blacksmith in Waterdeep, her mother a Captain of the Knights of the Half Moon, the official guard of the House of the Moon in Waterdeep.

7. Do you have any other family or friends?
No other family. She does have a few friends though she is rarely in one place for very long, so meaningful friendships are few and far between.

8. What is your character’s marital status? Kids?
Single no children

9. What is your character’s alignment?
Chaotic Good.

10. What is your character’s moral code?
Protect those who face the dangers of the night, uphold the values of Selune, help those in need

11. Does your character have goals?
To move up within the ranks of her order, travel and explore.

12. Is your character religious?
Yes, she’s been attached to the Church of Selune pretty much since birth.

13. What are your character’s personal beliefs?
The world is in need of people who seek to help and protect others. Darkness is not to be feared, but to be fought back when it presents a danger, or embraced when safe to do so.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?

While not anti-social, she’s more accustomed to her own company, or formal interaction than casual contact. She has a hard time not being constantly vigilant. She also very much prefers the night, sleepin in whenever possible, and is not a fan of the sun.

15. Why does your character adventure? Why did your character accept the job?
She was actually dispatched by her order to make sure the adventurers that accepted the quest have ample divine might and healing in aid, and to properly investigate the sudden silence from Silvermoon Glade.

16. How does your character view his/her role as an adventurer?
It is both a job and a calling, giving her a deep sense of purpose.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
She has a thin scar from a bladed whip that slashed a diagonal cut across her face. Her most notable feature may be one of her tattoos, a mark of office and her position, a progression of the phases of the moon in dark ink across her forehead.

18. How does your character get along with others?
She tends to get along with others relatively well, though she is somewhat reserved until she’s comfortable with those around her. She has a very strong protective streak.

19. Is there anything that your character hates?
Sharrans and anything remotely related to Shar.

20. Is there anything that your character fears?
Not living up to her potential, since she is aware that she has been touched by her goddess her whole life.

Description
Appearance
Closeup

Tall and powerfully built with a statuesque presence, her near flawless marble white skin, a clear sign of her nocturnal nature, almost glows in dim light, long raven black hair stark in contrast, with glittering motes, reminiscent of stars seeming to sparkle in her hair when she moves. Dark grey, intense eyes intently take in her surroundings, a serious expression tending to be her default. More often than not, she is seen wearing her well kept scale armor over what appears to be a uniform, giving a somewhat military feel to her presence, amplified by the shield usually on her back, and the stylized heavy mace and sickle that hang from her waist.

Wealth
pp 3000gp sp cp
gems