Yaniel

Lynn Warhaven's page

1,248 posts. Alias of Foxy Quickpaw.


Full Name

Lynn Warhaven

Race

Aasimar

Classes/Levels

Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

Strength 21
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 16
Charisma 10

About Lynn Warhaven

Lynn is a follower of Shelyn. She like the arts - music, paintings, poems. And the beauty of nature where her goddess has painted a beautiful reality. But as her goddess she hated it when this beauty is destroyed and so she fights the good fight at the Worldwound in remembrance that Shelyn fought Rovagug to save creation from destruction through evil.

Aasimar:
Darkvision: Aasimars can see in the dark up to 60 feet.

Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.

Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Stats:

Initiative: 6 (+2 Dex +2 Trait +2 Amazing Initiative)
HP: 93 (7x8 +7x2 +7xFCB +2x4 hierophant +5gift from Iomedae)
AC: 18/12/16
Saves: Fort +7 / Ref +4 / Will +8
Concentration:10

Str 21, Dex 14, Con 14, Int 12, Wis 16, Cha 10

Attack +1 Cold Iron Glaive: +12 (1d10+8/14 (+5 BAB +5Str +1 Weapon Focus +1 Magic; +7Str +1Magic +6PA)
Attack Mwk Cold Iron Sword/Mace: +11 (1d8+7/11)
Attack Spiked Gautlet: +10 (1d4+5)
Attack Mwk Composite Longbow: +8 (1d8+2)
Attack Ranged: +7

Skills (3+BG)
Skill/Ranks/Name
Current AC penalty: 5
3 (1) Acrobatics (Dex*)
2 (1) Appraise (Int C)
0 (0) Bluff (Cha)
8 (1) Climb (Str* C)
11(7) Craft(Painting) (Int C)
7 (2) Diplomacy (Cha C) (+2 Skilled)
- (0) Disable Device (Dex*)
0 (0) Disguise (Cha)
2 (0) Escape Artist (Dex*)
2 (0) Fly (Dex*)
- (0) Handle Animal (Cha C)
7 (1) Heal (Wis C)
0 (0) Intimidate (Cha C)
- (0) Knowledge (Arcana) (Int)
2 (1) Knowledge (Dungeoneering) (Int)
5 (1) Knowledge (Engineering) (Int C)
2 (1) Knowledge (Geography) (Int)
2 (1) Knowledge (History) (Int)
- (0) Knowledge (Local) (Int)
2 (1) Knowledge (Nature) (Int)
3 (2) Knowledge (Nobility) (Int)
2 (1) Knowledge (Planes) (Int)
5 (1) Knowledge (religion) (Int C)
2 (1) Linguistics (Int)
13(7) Perception (Wis) (+2 Skilled; +2 Deific)
0 (0) Perform (Cha)
- (0) Profession (Wis C)
2 (0) Ride (Dex* C)
8 (2) Sense Motive (Wis C)
- (0) Sleight of Hand (Dex*)
5 (1) Spellcraft (Int C)
2 (0) Stealth (Dex*)
7 (1) Survival (Wis C)
9 (1) Swim (Str* C) +2 Deific
- (0) Use Magic Device

Langages: Common, Celestial, Infernal, Abyssal

Feats:

Traits
Touched by Divinity (True Strike as SA once per day / Free silver holy symbol)
Reactionary

Feats
1st: Combat Reflexes
BF: Weapon Focus(Glaive) (Warpriest fixed BF)
3rd: Power Attack
BF: Furious Focus (3rd Warpriest Combat BF)
5th Weapon of the Chosen
BF: Vital Strike (6th Warpriest Combat BF)
1st MF Mythic Vital Strike
BF Improved Weapon of the Chosen (deific)
7th Greater Weapon of the Chosen (deific)

Mythic:
7/day Mythic Power

Hierophant Path
Inspired Spell (Su): You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don't need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.

Faith's Reach (Su): Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack.

Relentless Healing (Su): You can restore life to the recently dead. If a creature has died within 1 round, as a free action you can expend one use of mythic power to apply healing magic to that creature. This healing can be from a spell or effect you cause or from a magic item you wield. If this healing brings the creature's hit points above the threshold for death, it comes back to life and stabilizes at its new hit point total (similar to the way breath of life functions); otherwise, it remains dead. Alternatively, you can expend two uses of mythic power on a dead creature that would have the ability to magically heal itself if it were alive (such as a dead cleric with a prepared cure light wounds spell) in order to trigger the most powerful healing magic it knows or has prepared. If this brings the creature's hit points above its death threshold, it returns to life.

Blessings 5/day:

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 purpose of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.

Protection
Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.

Magic:

Fervor (6/day)
Touch with positive energy for 2d6 healing living/harming undead or swift casting.

Channel
Spend two uses of Fervor for 30ft radius positive energy 2d6

Sacred Weapon (7 rounds/day)
Enchantment +1 on glaive

Sacred Armor (Su) (7 min/day)
At 7th level, the warpriest gains the ability to enhance his armor (but not shields) with divine power as a swift action. This ability grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability for a number of minutes per day equal to his warpriest level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Cantrips (4 prepared)
Detect Magic
Read Magic
Stabilize
Create Water

1st Level Spells (5/day)
Cure Light Wounds (V,S) (spontaneous)
Protection From Evil (V,S,DF) (4)
Shield of Faith (V,S,M - parchment with a holy text written on it) (1)

2nd Level Spells (3/day)
Cure Moderate Wounds (V,S)
Bulls Strength (3)
Grace (V) (0)
Protection From Evil Communal (V,S,DF) (0)

3nd Level Spells (2/day)
Cure Serious Wounds (V,S)
Invisibility Purge (V,S)
Dispel Magic (V,S)

Equipment:

Weapons
Mwk Glaive
+1 Cold Iron Glaive of the Gargoyle as Legendary Weapon (Flexible Bond, Powerful) [4 LP]
Up to 5 times per day as a swift action, the wielder of a glaive of the gargoyle can cause its skin to harden for 1 round, gaining a +2 enhancement
bonus to its natural armor score.
Heavy Mwk Cold Iron Mace
Heavy Mwk Adamantine Mace
Cold Iron Long Sword
Spiked Gauntlet
Dagger
Mwk Composite Longbow +2Str

Armor
Breast Plate

Gear
Equipped
Bedroll
Blanket
Waterskin
Belt pouch
Silver Holy Symbol of Shelyn (for free with the trait)

Masterwork Backpack
Book: Melodies of Inner Beauty.
Mess Kit
Grooming Kit
Flint & Steel
Twine 50ft.(2)
Rope (50ft)
Trail rations (10)
Notebook
Box of pencils

Potion of CLW (3)
Potion of CMW (1)
Potion of Invisibility
Potion of Lesser Restoration (2)
Scroll of fear (3)
Scroll of comprehend language (2)
Wand of spiritual weapon (8)
Golden ring
Scale of Terendlev [spoiler=Cloudwalking]Three times per day as a standard action, a scale can be used to cast levitate. A pillar of roiling clouds rises below the levitating object or creature, growing and shrinking with the target’s altitude. This pillar is 5 feet in diameter (regardless of the target’s size) and provides concealment (20% miss chance) to any creature or object wholly contained within.)
(Sacred Weaponry: Three times per day as a standard action, a scale can be used to cast align weapon, but only to make a weapon lawful or good

Money left: 0pp 21gp 9sp 9cp