Maroux

"Mouse" Thalmin's page

12 posts. Alias of Xan Nes.


Full Name

"Mouse" Thalmin

Race

hp: 39/39 | AC 19|Fort+6| Ref +6| Will +7| Speed ft| Perception +| Init +| 0 lvl 4/day| 1 lvl 5/day| 2 lvl 2/day

Classes/Levels

Warpriest 5

Gender

Female Half-Orc

Special Abilities

Aura (CG)| Sacred Weapom 1d8| Blessings: Healing & Protection

Alignment

CG

Deity

Milani

Strength 14
Dexterity 18
Constitution 14
Intelligence 8
Wisdom 16
Charisma 10

About "Mouse" Thalmin

"Mouse" Thalmin, Warpriest of Freedom
Half-Orc Warpriest 5
CG Female Medium humanoid
Init +4; Senses Perception +
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DEFENSE
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AC 19, touch 14, flat-footed 16
hp 39 (5d8+10)
Fort +6, Ref +6, Will +7
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OFFENSE
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Speed 30 ft.
Melee +9 Kukri [Sacred Weapon] (1d8+2|18-20)
Warpriest Spells Prepared (CL 5st; concentration +10)
2nd level- Cure Moderate Wounds, Bears Endurance
1st - Cure Light Wounds, Sun Metal, Obscuring Mist, Magic Weapon, Divine Favor
0th - Light, Detect Magic, Create Water, Purify Food and Drink
Gear- +1 Kukri, Breastplate, Wand of Cure Light Wounds (50 Charges), Boots of the Cat, Pauldrons of the Serpent, Scabbard of Honing, 1 Potion of Cure Moderate Wounds, 200 gp
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STATISTICS
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Str 14, Dex 18, Con 14, Int 8, Wis 16, Cha 10
Base Atk +3; CMB 2; CMD 13
Feats: Weapon Focus (Kukri), Combat Casting, Weapon Finesse, Toughness
Traits: Fate's Favored, Scrapper,
Drawback:
Skills: Spellcraft +7, Survival +11
Languages: Common, Orc
SQ: Blessings 5/day DC 15| Sacred Weapon Enhancement 5 Rounds/day| Fervor 2d6 Positive 5/day OR Channel Energy 2/day 2d6 DC 15|
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CLASS ABILITIES
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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). A warpriest must choose and prepare his spells in advance.

A warpriest's highest level of spells is 6th. Cleric spells of 7th level or higher 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 equal to 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 the table above. In addition, he receives bonus spells per day if he has a high Wisdom score.

Warpriests meditate or pray for their spells. Each warpriest must choose a time when he spends 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): 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): A warpriest's deity influences his alignment, the 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 blessing. If a warpriest isn't devoted to a particular deity, he selects two blessings to represent his spiritual inclinations and abilities, subject to GM discretion. The restriction on alignment blessings still applies.

Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon 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 of 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 he chooses must match the domains selected by that class. Subject to GM discretion, the warpriest can change his previously selected blessings or domains to make all of them conform. Warpriest blessings are described at the end of this class entry.

Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, rather than only his deity's favored weapon).

Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on the table above. 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 damage for Medium warpriests is given on the table above; 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 decision 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 deal only 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 ability 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 don't need to be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon to have any of the following special abilities: brilliant energy, defending, disruption, flaming, frost, keen, or shock. In addition, if the warpriest is chaotic, he can also add anarchic or vicious. If he is evil, he can also add mighty cleaving or unholy. If he is good, he can also add ghost touch or holy. If he is lawful, he can also add axiomatic or merciful. If he is neutral (with no other alignment components), he can also add spell storing or thundering. Adding any of these special abilities consumes an amount of enhancement bonus equal to the special ability's base price modifier (see Table 15–9 on page 469 of the Core Rulebook). Duplicate special abilities don't stack. The weapon must have at least a +1 enhancement bonus before any 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 benefits 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.

An evil warpriest (or a neutral warpriest of an evil deity) can't convert prepared spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with "inflict" in its name.

A warpriest who is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels positive or negative energy (see Channel Energy).

Chaotic, Evil, Good, and Lawful 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 fervor, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage + an additional 1d6 points for every 3 warpriest levels he possesses beyond 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 use of fervor 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 use of fervor 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 fervor 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 don't require somatic components and do not provoke attacks of opportunity.

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 categorized 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 racial 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.

Channel Energy (Su): At 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used for healing or to deal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of the warpriest's fervor and doesn't provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability.

A good warpriest (or one who worships a good deity) channels positive energy and can choose either to heal living creatures or to deal damage to undead creatures. An evil warpriest (or one who worships an evil deity) channels negative energy and can choose to either deal damage to living creatures or heal undead creatures. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.

Channeling energy affects all creatures of the chosen type (either undead or living) in a 30-foot-radius burst centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. A creature that takes damage from channeled energy can attempt a Will saving throw to halve the damage. The save DC is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier. A creature healed by channeled energy cannot exceed its maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.
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Blessing ABILITIES
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Powerful Healer (minor): At 1st level, you can add power to a cure spell as you cast it. As a swift action, you can treat any cure spell as if it were empowered (as the Empower Spell feat), causing it to heal 50% more damage (or deal 50% more damage if used against undead). This ability doesn't stack with itself or the Empower Spell feat.

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.

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Racial Abilities
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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.

+2 to One Ability Score: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-orcs have a base speed of 30 feet.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.

Background:

Born to an Orc mother and a Human father, Thamlin was the perfect candidate to take over as the Orc tribes Shaman. On her second birthday, the sacred tattoo's were placed on her, two red lines coming down from her eyes to his jaw, and a black swirl on her left arm. Thamlin was already learning to pray to Gods long forgotten to her. Two months later her wandering tribe neared the borders of Chelax. Encountering a Chelax patrol, the tribe was quickly slaughtered, with Thamlin being taken for entertainment.
The young half orc smiled during her time being taken to the nearest arena where she was sold without realizing it. She spent the first day talking with the other slaves and was told of Milani, and was told to pray to her each night and hope for freedom. Thamlin did so without hesitation. The next day she was thrown into the arena with nothing but a Kukri, and took down a goblin. She continued this for many years, praying to Milani every night, and fighting every day the next day.

At the age of ten, she had been given the monklier of Mouse due to her short stature at the time. She had amassed a small horde of objects from her fights, and began to feel different. Her time praying had allowed her to access powers he thought was only for the owners, magic. She began to call upon this magic in the arena, and she was able to win more and more. Her fellow slaves began to cheer her on, unlike her understanding that Milani had heard her prayers and responded.

The slaves began to teach her more about Milani after that, and "Mouse" dived strait into the religion. She began to develop unusual powers, her Kukri becoming as strong as her Faith, and she began to be able to heal without casting spells.

Another five years of being an arena gladiator passed before Mouse rebelled against her owners. Taking her small pile of magical gear, she distributed her non magical winnings among the other slaves, and lead them to escape. She sent the group of slaves off without her, as she went to Kintagaro to take on the slave trade there, and hopefully make friends who could help her.