Mrachni Swordfollower's page

1,220 posts. Organized Play character for Oladon.

Full Name





Warpriest 10 [ HP 31/83 (0 NL) | AC 30 Tch 11 FF 29 | Fort +10 Ref +4 Will +11 | CMD 21 | Init +0 | Perc +9, darkvision, scent | Effects: heroism, weapon of awe, prayer, shield of faith, 1 con damage ]




6'1", 269lbs.



Special Abilities

Blinding Strike, War Mind, Dazzling Display, Fervor, Gory Finish, Shatter Defenses






Common, Orc, Goblin, Draconic

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

About Mrachni Swordfollower

Male Half-orc Warpriest 10
LG Medium Humanoid (human, orc)
Blessings: Sun, War
Age: 21, 6'1", 269lbs.
Init: +0, Perception: +9, Darkvision 60ft, scent


AC 30, Tch 11, FF 29
CMD 21
HP 83/83 (8+5+5+5+5+5+5+5+5+5+20+10)
Fort +10, Ref +4, Will +11

BAB +7, CMB +10
Melee: +3 ghost touch longsword, +14 (1d10+8*, 19-20/x2, S)
Club, +10 (1d6+3*, 20/x2, B)
Silver light mace, +10 (1d6+3*, x2, B)
Ranged: Dagger, +7 (1d4+3*, 19-20/x2, P or S, 10ft)
Shortbow, +7 (1d6*, x3, P, 60ft)
*+1 vs creatures with the demon subtype
*+1 vs ogres

Speed: 30ft (20')
Languages: Common, Orc, Goblin, Draconic


Str: 16
Dex: 10
Con: 14
Int: 14
Wis: 16
Cha: 10

(Includes half-orc adjustment(s): Wis+2)

Feats & Traits:

Feats: Weapon Focus (Longsword)(CRB), Fast Learner(ARG), Dazzling Display(CRB), Gory Finish(UC), Ironhide(APG), Keen Scent(APG), Weapon Specialization (Longsword)(CRB), Dodge(CRB), Shatter Defenses(CRB), Skill Focus (Intimidate)

Bruising Intellect: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.(UCa)
Omen: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.(UCa)

Alternate Racial Traits: Sacred Tattoo(ARG)

Class Archetypes: None

Acrobatics: -6
Appraise: +2
Bluff: +0*
Climb (I): +0
Craft (Things) (I): +8
Diplomacy (IX): +12*
Disguise: +0
Esc. Art.: -6
Fly: —
Handle Animal (I): +4
Heal (I): +7
Intimidate (X): +21*
Know. Arcana: —
Know. Dung. (I): +3
Know. Eng.: —
Know. Geo.: —
Know. Hist.: —
Know. Loc.: —
Know. Nat. (I): +3
Know. Nob.: —
Know. Planes: —
Know. Rel. (I): +6
Linguistics: —
Perception (VI): +9
Profession (Doer of Things) (VIII): +16
Ride: -6
Sense Motive (IV): +10
Sleight of Hand: -6
Spellcraft (II): +7
Stealth: -6
Survival (III): +9
Swim (I): +0
Use Magic Device: —

(50/50 ranks; current ACP -6)
*+1 vs gnomes

Spells & Abilities:
Orisons (5/*):
detect magic(CRB)
create water(CRB)
purify food and drink(CRB)

Level 1 Spells:
shield of faith(CRB)
know the enemy(UM)
liberating command(UC)
liberating command(UC)
obscuring mist(CRB)
ray of sickening (DC 14)(UM)

Level 2 Spells:
bull's strength(CRB)
spiritual weapon(CRB)
weapon of awe(APG)

Level 3 Spells:
invisibility purge(CRB)

Level 4 Spells:
summoner conduit (DC 17)(UC)

Focus Weapon (longsword): At 1st level, a warpriest receives Weapon Focus as a bonus feat (choosing any weapon, not just his deity’s favored weapon). If his deity’s favored weapon is unarmed strike, he can instead select Improved Unarmed Strike as a bonus feat.
Sacred Weapon (longsword; +2, 10 rds/day): 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.
Channel Energy (3d6, costs 2 uses of fervor)
Sacred Armor (+2, 10 minutes/day): At 7th level, the warpriest gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his fervor.
Blinding Strike (minor blessing; 8/day*): At 1st level, you can create a flash of sunlight in the eyes of one of your opponents. The target is blinded for 1 round. If it succeeds at a Reflex saving throw, it's instead dazzled for 1 round. Creatures with light blindness or light sensitivity take a –4 penalty on this saving throw. This is a light effect. Sightless creatures are unaffected by this ability.
War Mind (minor blessing; 8/day*): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, 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. Each bonus selected lasts for 1 round.
Cleansing Fire (major blessing; 8/day*): At 10th level, you can touch a weapon and grant it either the flaming or undead-bane weapon special ability for 1 minute. If you spend two uses of your blessing when activating this ability, the weapon can have both special abilities.
Battle Lust (major blessing; 8/day*): At 10th level, you can touch an ally and grant it a thirst for battle. All of the ally's melee attacks are treated as if they had the vicious weapon special ability, but the additional damage dealt to the ally from that special ability is nonlethal. In addition, the ally receives a +4 insight bonus on attack rolls made to confirm critical hits. These benefits last for 1 minute.
Fervor (Su; 3d6, 8/day): 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. 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.

Total Weight: 56.5lbs. (light encumbrance)

Weapons and Armor:
+3 full plate (50lbs)
+2 heavy steel shield (15lbs)
shortbow (1lb)
arrows x40 (3lbs)
+3 ghost touch longsword (4lbs)
cold iron longsword (4lbs)
silver light mace (4lbs)
dagger (.5lb)
club (3lbs)

Magic Items:
amulet of natural armor +1 (—)
traveler's any-tool (2lbs)

soldier's uniform (5lbs)
scroll of air bubble (—)
scroll of remove fear (—)
scroll of remove sickness (—)
scroll of magic weapon (—)
scroll of protection from evil (—)
spell component pouch (2lbs)
wand of CLW (22 charges)
wayfinder, engraved (—)

Cash: 19092gp, 5sp, 0cp

Mrachni was raised (if such it can be called) by a vile tribe of orcs, being taught war and violence from infancy. He never knew his mother or father, having been abandoned in the forest at birth and found by the tribe, who were suffering from lack of numbers at the time.

Mrachni never felt that he belonged with the orcs; they fed and clothed him, but still he bore the brunt of much ill-restrained hostility and age-old hatred. He managed to survive, day to day, but each day became more of a strain as tensions grew.

When he turned 14, the age of manhood for orcs, he was sent by the tribal leader to prove himself -- by ransacking a nearby village and bringing back a human female to ill-use.

He fled.

Living in the wilderness, scorned by humans and by his own mind, and not daring to consort with orcs, he wandered from place to place, barely surviving at times. The actions his tribe had taken toward human villages during his youth filled him with a fear, a dread he did not understand. Even when he was nearly starving after fleeing the tribe, he could not enter a human village to steal from its inhabitants. Instead, he raided goblin encampments while they slept, stealing enough to survive another few days.

One day, after three years in the wilderness, Mrachni awoke to find himself bound and being dragged across the forest floor. The mob of humans who'd somehow stumbled across his hiding place considered him an orc -- and how could he blame them? They dragged him into their marketplace and tied him to the central pole, before beating him senseless.

For two days they continued this treatment, neither feeding him nor providing water for his thirst. He could not understand their speech, and his attempts to communicate in Orc were extremely short-lived. On the third night of Mrachni's captivity, a strange human approached him, glancing around warily as if afraid of being seen. The human spoke, but the voice was neither angry nor resentful. Mrachni looked up, and there was kindness in the face he saw. The paladin cut his bonds, healed his wounds, and beckoned for him to follow. He followed.

Over the next four years, Mrachni learned of Iomedae, goddess of righteous valor, justice, and honor. As he learned, the knowledge grew within him that he must repay the debt he owed the goddess -- the debt for his life, which her servant had saved on that cold winter night. Recognizing his debt, he pledged himself to her service, carving her symbol into his flesh in the ignorant way of his people... and she astonished many by responding to his pledge with her clear favor, given in the form of abilities, knowledge, and mercy no half-orc outcast can expect.

Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Lamashtu's Bane: Your encounter with Nualia and her burgeoning cult of Lamashtu beneath Thistletop has steeled your hatred for the Mother of Monsters and her followers. You gain a +2 bonus on attack and damage rolls against targets displaying an unholy symbol of Lamashtu.

Masterful Performance: As a reward for exonerating the Umbra Carnival, Amara Delisen taught you a few tricks of stage presence and misdirection. You gain one of the following benefits, chosen at the time you use this ability (a swift action): a +3 bonus on a Bluff check to feint in combat or create a diversion to hide, a +3 bonus on an Intimidate check to demoralize an opponent, a +3 bonus on any Sleight of Hand check, or a +1 bonus to the caster level and DC of any one enchantment or illusion spell you cast. When you use this ability, cross it off the Chronicle Sheet.

Clockwork Spy: You recovered a broken clockwork creation, but without extensive repairs it will never function again. You may spend 50gp to attempt to repair the construct. If you then succeed at a DC 30 Craft (clockwork) or Disable Device check, you may spend an additional 325 gp to restore the clockwork spy to full working condition (see page 58 of Pathfinder RPG Bestiary 3), after which it follows your simple commands. You may take 10 on this check but may not take 20, as the 50 gp is consumed whether or not you succeed at your skill check. You may substitute spending 2 PP for either of these skill checks but must still pay the requisite gold for the repair. The clockwork spy cannot be repaired if it uses its self-destruct ability anytime thereafter. You must bring a copy of Pathfinder RPG Bestiary 3 to any game in which you plan to use the clockwork spy, as if it were available as an additional resource.

Siege-Hardened: You survived the Siege of Nerosyan, and you have learned some impressive tricks for fighting demons. You gain a +1 bonus on weapon damage rolls against creatures with the demon subtype. Before rolling a caster level check to overcome a demon's spell resistance, you may cross this boon off your Chronicle sheet to gain a +3 bonus on the roll.

Defender of Nerosyan (Overwhelming Victory): The city of Nerosyan stands in part because of your actions, and Queen Galfrey herself has taken note. While in Mendev or the Worldwound, reduce the cost of purchasing a Prestige Award while outside of a settlement of 5,000 residents or more by 4. You gain a 10% discount on any magical items that require a spell with the Good descriptor as a spell prerequisite. This discount does not stack with other discounts.

Seen it Once: Even if your formal education in creature lore is limited, you have a good memory and can quickly recall experiential trivia about common creatures when you encounter them a second time. Whenever you encounter one of the creature types listed below, and either you or an ally identifies the creature, you may check the box next to that creature's name below. When you do so, record the name of one of the creature's special abilities (breath weapon, damage reduction, resistances, etc.) next to the name. Whenever you encounter and positively identify this creature type in the future, you automatically recall this piece of information; remembering this fact is in addition to any other facts you may remember with a successful Knowledge check.

Twin Tomes: You may spend 1 Prestige Point to gain access to either the Celestial Song or Infernal Incantation while the Pathfinder Society researches their contents. Your time spent poring over the chosen book's pages grants you proficiency in either Celestial or Infernal. Due to the many parties in the Pathfinder Society vying for time with the tomes, you may only research one of the two books.

Hero of the Inheritor: Tales of your selfless and altruistic acts have filtered back to the Church of Iomedae in Nerosyan, which recognizes you as a shining example of the faith's central tenets. While in Mendev, you may purchase the following spellcasting services at half the normal price: cure light wounds, cure moderate wounds, cure serious wounds, make whole, remove blindness/deafness, remove curse, remove disease, remove paralysis, or lesser restoration. Every time you use this boon, check one of the boxes. After you check the last box, cross this boon off your Chronicle sheet. O O O

Mendevian Commendation: You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).

Noqual Ore: (see TK3 chronicle)

Averted Mauling: By saving the half-elf courtesan Markov Rutowski in Ardis, you gain a political favor you can trade in while in Ustalav. Within the Immortal Principality, you may trade this political favor in for any non-magical item worth up to 400 gp, including but not limited to masterwork weapons and armor and courtier clothing and jewelry.

Master of Blades Saved: By saving the life of famed adventurer and former Master of Blades Vonran Vilk, you have earned a permanent place in the Pathfinder Chronicles. You gain a +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society of your level or lower when you mention this boon.

Crystalcrag Savior (Silver Crusade Faction): Thanks to your mercy and might, you ensured that the town of Crystalcrag survived the overthrow of its tyrannical leader and did not fall into chaos and infighting in the aftermath, encouraging you to perform similar acts in the future. At the beginning of an encounter that includes one or more allied or noncombatant NPCs, you can cross this boon off your Chronicle sheet to choose one NPC you can see and grant him temporary hit points equal to 5 + your character level, a +3 dodge bonus to AC, and a +3 resistance bonus on all saving throws for the duration of the encounter.

Master Smith's Service: The slag giant Valsog is a master craftsman, and he offers to repair a broken item free of charge. You can cross this boon off your Chronicle sheet at the end of an adventure to repair one item as though you had cast make whole (CL 10th). Alternatively, if you also own the sword Gamin the Misforged, you may cross this boon off your Chronicle sheet and spend 5 Prestige Points to permanently remove the broken condition from that weapon. If you instead spend 25 Prestige Points, you can also increase Gamin the Misforged's weapon enhancement bonus to +2. Neither of these improvements modify the sword's market price or resale value.

Oread's Favor: You have earned the recognition of a large group [of] oread geniekin. This boon may be used in conjunction with other boons to grant one or more of your characters access to oread-related options.

Accumulating an Army (Elven Uprooters): You successfully extracted a team of elven rangers from Tanglebrar, securing their aid when the Pathfinder Society embarks to secure and explore the Sky Citadel Jormurdun. This boon is cumulative with any other Accumulating an Army boons you possess, expands your additional options when preparing for the expedition, and grants you additional benefits when commanding the Uprooters.

Enlightened Ambassador: Even in your short time at Tar Kuata, you have learned a few practical tricks from the Iroran monks. As a move action, you can enter a meditative trance that makes your senses more acute, your reflexes faster, and your mind more focused. The trance lasts for one hour, and you can end it (no action_ at any point during this time to gain one of the following benefits: gain a +4 insight bonus on a saving throw against a mind-effecting effect [sic], increase your speed by 10 feed for 1 round, or ignore concealment when making attacks for 1 round. When your trance ends, cross this boon off your Chronicle sheet.

Tar Kuata Initiate: The monks of Tar Kuata have recognized your potential and offered to train you at their monastery for a minimal cost. When using the rules for retraining (Pathfinder RPG Ultimate Campaign 188), you treat all classes as though they had retraining synergy with the monk class; those that already have retraining synergy with the monk class instead reduce the number of days required to retrain any class level into a monk level by 1. A monk retraining a monk class archetype also reduces the time spent by 1 day for every alternate class feature gained or lost. Finally, if you are a dwarf monk... (not applicable)

Ogre Slayer: Your experience fighting the ogres of Hook Mountain has given you insight into combatting others of their kind. You receive a +1 on attack and damage rolls against ogres.

Protector of Whistledown: You have saved the gnome community of Whistledown in distant Varisia. News of your great deed travels far in the gnome community, and you gain a +1 bonus on all Charisma-based checks with gnomes.

Chronicles & Wealth:
Starting: 150gp
Cfm: 1XP, 2PP, 440gp
BW: 1XP, 2PP, 550gp
ST: 1XP, 2PP, 453gp
ToM: 1XP, 2PP, 551gp
SDC: 1XP, 2PP, 505gp
MM: 3XP, 4PP, 1399gp
RR1: 3XP, 4PP, 4800gp
SSW: 1XP, 2PP, 1335gp
WP: 1XP, 2PP, 2253gp
TK3: 3XP, 4PP, 4850gp
MiM: 1XP, 2PP, 3160gp
VVF: 1XP, 2PP, 2607gp
EE: 1XP, 2PP, 4455gp
GW: 1XP, 2PP, 4031gp
TTK: 1XP, 2PP, 3292gp
RR2: 3XP, 4PP, 17766gp
EE1: 1XP, 2PP, 6149gp
EE2: 1XP, 2PP, 6051gp
EE3: 1XP, 2PP, 6056gp

+3 full plate: 10650gp
+2 heavy steel shield: 4320gp
+3 ghost touch longsword: 32315gp
ring of protection +1: 2000gp
shortbow: 30gp
arrows x40: 2gp
longsword: 15gp (SOLD)
cold iron longsword: 30gp
silver light mace: 25gp
dagger: 1gp
club: free
amulet of natural armor +1: 2000gp
traveler's any-tool: 250gp
soldier's uniform: free
scroll of air bubble: 25gp
scroll of remove fear: 25gp
scroll of remove sickness: 25gp
scroll of magic weapon: 25gp
scroll of protection from evil: 25gp
spell component pouch: 5gp
wand of CLW: 2PP
wayfinder, engraved: free

PFS #86776-3
XP: 27
PP: 42/44

FCB (warpriest): +10HP/+10SP

Header: Warpriest 10 [ HP 83/83 (0 NL) | AC 30 Tch 11 FF 29 | Fort +10 Ref +4 Will +11 | CMD 21 | Init +0 | Perc +9, darkvision, scent | Effects: none ]