Divine Commander

Nakoma's page

502 posts. Alias of Jessica Catalan (Organized Play Line Developer).


Full Name

Nakoma

Race

| HP: 31/31 Temp HP: 0/0 | AC 18 (T14, FF 14) | CMB: +3 CMD: 16 | F:+6 R:+4 W:+7 | Init +3 | Perc +3, SM +3, Diplomacy +0

Classes/Levels

| Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | Blessings: 5/5 | Fervor: 5/5 | Guided Star: 3/4 | Sacred Wpn: 4/4 | Rodrik's HK: 1/1 | Active Conditions: None

Gender

Female Shoanti Warpriest of Desna 4

Size

Medium

Age

20

Special Abilities

Blessings, Fervor (1d6)

Alignment

CG

Deity

Desna

Location

Trunau

Languages

Common, Shoanti

Strength 10
Dexterity 17
Constitution 14
Intelligence 10
Wisdom 16
Charisma 10

About Nakoma

Statistics:

Nakoma
Female Human (Shoanti) Warpriest of Desna 4
CG Medium Human (humanoid)
Init +3; Senses Perception +3

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DEFENSE
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AC 18, touch 14, flat-footed 14 (+2 armour, +3 Dex, +1 dodge, +2 shield)
hp 31 (4d8+8)
Fort +6, Ref +4, Will +7

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OFFENSE
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Speed 30 ft.
Melee mw starknife +7 (1d6+3/x3)
...Rodrik's Hopeknife (+1 dagger) +6 (1d4+1/19-20)
Ranged mw starknife +7 (1d6+3/x3)
…shortbow +5 (1d6/x3)
Spells Prepared (CL 4th, Concentration +7)
2ndburst of radiance, spiritual weapon
1stbless, divine favour, shield of faith, shield of faith
0grasp, light, stabilize, virtue

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STATISTICS
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Str 10, Dex 17, Con 14, Int 10, Wis 16, Cha 10
Base Atk +3; CMB +3; CMD 16
Traits Orphaned by Giants, Reckless
Feats Dodge, Guided Star, Starry Grace, Weapon Finesse, Weapon Focus (starknife)
Skills Acrobatics +11, Climb +7, Knowledge (geography) +2, Knowledge (nature) +2, Knowledge (religion) +4, Perception +3, Survival +7, Swim +5
(4 points; 2 class, 0 INT, 1 race, 1 favoured class)
Abilities Aura (CG), blessings (good, travel), channel energy, fervour (5/day, 1d6), focus weapons, minor blessings (agile feet, holy strike), orisons, sacred weapon (1d6), spontaneous casting (cure spells)
Languages Common, Shoanti

Special Abilities:

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SPECIAL ABILITIES
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Aura (Ex): Nakoma has a powerful CG aura.

Blessings (Su): A warpriest’s deity influences her alignment, what magic she can perform, her values, and how others see her. Each warpriest can select two blessings from among those granted by her deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if her alignment matches that domain. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of her 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. (5/day, DC 15)
Agile Feet (minor blessing): As a swift action you gain increased mobility. For 1 round, you ignore all difficult terrain (including magical terrain) and take no penalties for moving through it.
Holy Strike (minor blessing): 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.

Fervor: A warpriest can draw upon the power of her faith to heal wounds or harm foes. She 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 (5/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 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 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.

Channel Energy (Su): Starting 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 to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability 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 to heal living creatures or to deal damage to undead creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral cleric 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 causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.

Guided Star - 4/day, +3 damage, swift
You can empower a starknife with magical power once per day per character level as a swift action. Until the end of your turn, add your Wisdom modifier to your damage rolls with the starknife in addition to any other modifiers you normally add. If you throw the starknife during that time, it returns to you at the beginning of your next turn (as per the returning weapon special ability).

Orphaned by Giants (trait): You grew up in a tranquil, happy home near the mountains, but that peace was shattered when giants came down from the mountains to raid your settlement. The giants killed your parents and left you a young orphan, and since that day, you’ve sworn to avenge the deaths of your kin. You gain a +1 trait bonus on attack rolls against creatures with the giant subtype, and a +2 trait bonus on rolls to confirm critical hits against creatures with the giant subtype.

Sacred Weapon (Su): Weapons wielded by a warpriest are charged with the power of her faith. In addition to the favoured weapon of her deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if she has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with her sacred weapon, the weapon damage is based on her level and not the weapon type. 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 her 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, she 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 her 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, she can add ghost touch and holy. 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.

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 bonuses 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 can channel stored spell energy into healing spells that she 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.

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear masterwork starknife (2), Rodrik's hope knife, shortbow, arrows (20), alchemist's fire (5), thunderstone, potion of cure moderate wounds, potion of cure light wounds, potion of darkvision, potion of remove sickness, scroll of ghostbane dirge, oil of magic weapon, universal solvent (2), wand of cure light wounds (20 charges), smokestick (6), antitoxin (2)
Possessions muleback cords, lamellar cuirass (dyed blue), +1 buckler, well-worn wooden holy symbol of Desna (shoanti craftsmanship, is marked by burn marks old cuts), hopeknife (mundane dagger), backpack, bedroll, small tent, waterskin

Rodrik's Hopeknife: +1 dagger but emits light like the cantrip. Once per day, on command, it can be granted ghost touch property for 1 minute, during which time it sheds illumination like the Daylight spell and offers the wielder a +3 bonus on CMB vs disarm and sunder attempts against this weapon.

Carrying Capacity
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 26 lbs. (approximate: needs recalculation)
Money 72 GP 2 SP 0 CP

Background:

Nakoma was born to a devout tribe of Lyrune-Quah who worshipped Desna, Driven by the dreams of their elders they travelled to the Hold of Belkzen, where they meant to liberate a pilgrimage site from the hill giants who currently laid claim to it. As the journey was meant to be her coming of age trial, Nakoma was gifted a pair of starknives, a shortbow, and her first tattoo—a brilliant white star covering her entire shaved head. Unfortunately, the battle did not go well. The entire tribe was wiped out and Nakoma was badly wounded. Only ten years old and still without an adult name, Nakoma fled in shame.

She travelled for many days, following the stars and mad visions, delirious from loss of blood, eventually stumbling upon the town of Trunau. Unable to speak common, Sara Morninghawk and her mother got through to the child, and though Nakoma had intended to travel back to the territory of her people—the Lyrune-Quah—and join another tribe, she accepted their offers of hospitality. Nakoma was placed in the care of the clerics of Sanctuary. But, young or not, Nakoma was a proud warrior and a devotee of Desna. She never left her starknives or bow out of reach and refused to pray to the strange new goddess. In an act of rebellion Nakoma left Sanctuary, and moved into the barracks at Longhouse.

Nakoma came to love Trunau, and its people became her new tribe. When she turned thirteen she was gifted a hopeknife and became a true member of the community. She still lives in Longhouse to this day, and spends her days hunting, scouting the region for danger and keeping watch on Trunau’s defensive walls and guard posts. She is capable of using the blessings of Desna to both empower herself and heal the wounded. Though she knows by blood she is Lyrune-Quah, in her heart she is Trunau and —Desna willing— she will be until the day she dies.

Appearance and Personality:

Nakoma keeps her head shaved in the manner of her people, putting her elaborate white star tattoo on open display as both a symbol of her faith and her heritage. In the time since she has gotten many more tattoos, on her face, back and arms. She wears practical clothing and fine cuirass dyed blue—a holy colour among her clan. Despite the work of Sanctuary’s clerics, Nakoma bears horrible, jagged scars across her arms and legs, and burn marks along her back—all permanent reminders of the fateful day her family died battling giants. Her tattoos accentuate her scars--not cover them. She is not ashamed of them or her past.

Nakoma is brave, cunning and nimble. Despite her love for the people of Trunau, she is not very charismatic and has few close friends—though she has plenty of comrades in arms. Of these, she is closest with Kurst and Rodrik Grath, as they are of similar ages and all live at the Longhouse. She is still close with Sara Morninghawk, and mourned the death of Sara’s mother deeply. Although Nakoma did eventually take up the common tongue, book learning was never her forte. The skies and the wilds are her preferred teachers—with a combat instructor thrown in for good measure.