Tsadok Goldtooth

Nino the Green's page

336 posts. Organized Play character for neodam.


Full Name

Nino The Green

Race

| HP 39/39 | AC 20, T 14, FF 19 | CMD 18 | F +6 R +2 W +6 | Init +3 | Perc +2; darkvision

Classes/Levels

| Speed 20ft | Spells 1st 3/4; 2nd 2/2 | Blessings 3/3 |Fervor 3/3| Active Conditions: +4 wis.

Gender

”Nino” | Male CN Medium Half-Orc Warpriest of Gorum 4

About Nino the Green

NINO THE GREEN
Male half-orc warpriest of Gorum 4
CN Medium humanoid (half-orc, human, orc)
Init +3; Senses darkvision; Perception +2

DEFENSE
AC 18, touch 12, flat-footed 17 (+6 armor, +1 Dex. +1 ring)
HP 39
Fort +6, Ref +2, Will +6

OFFENSE
Speed 20 ft.
Melee mwk greatsword power attack, Furious Focus +8(+9) (2d6+6+3/19–20) +1 to hit against foes he has damaged in the last 24
hours (finish the fight - +1 against opponents you already injured)

[dice=mwk greatsword power attack, Furious Focus] 1d20+8[/dice]

[dice=damage]2d6+6+3[/dice]

+1 longsword power attack, Furious Focus +8(+9) (2d6+6+2+1/19–20) +1 to hit against foes he has damaged in the last 24
hours (finish the fight - +1 against opponents you already injured

Ranged sling +4 (1d4+4)
Blessing Supernatural Abilities (5/day) Strength Surge, war mind
Fervor (4/day) heal 1d6 points of damage (standard)

Warpriest Spells Prepared (CL 4st; concentration +6)
2nd- Cure Moderate Wounds, Cure Moderate Wounds
1st—bless, shield of faith, Magic Weapon, Divine Favor
0 (at will)—create water, detect magic, guidance, light

STATISTICS
Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 10
Base Atk +3; CMB +7; CMD 18
Feats Toughness, Weapon Focus (greatsword),Power Attack, Furious Focus
Skills
Climb +3
diplomacy +4
Heal +6
know. religion +4;
Perception +2,
Survival +6,
Spellcraft +4,
Sense motive +6,
survival +6
swim +3

Armor Check Penalty –5
Traits reactionary, finish the fight BoG
Languages Common, Orc
SQ aura (faint chaos), bestialAPG, blessings (glory and war, minor), orc blood, sacred weapon, spontaneous casting (positive),sacred weapon +1 (swift action)
Combat Gear acid, wand of cure light wounds (42);
Other Gear four-mirror armor UC,
greatsword,
sling with 10 bullets,
backpack,
iron holy
symbol of Gorum,
spell component pouch,
waterskin,
wand of CLW (40 charges)
+1 protection ring

SPECIAL ABILITIES
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 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.

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 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 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.

Aura chaotic aura is faint when using detect chaos.
Blessings can use any combination of his two blessing abilities (glorious presence and war mind) 3 times per day.
Strength Surge (minor): At 1st level, as a swift action you can focus your own strength. You gain an enhancement bonus equal to 1/2 your warpriest level (minimum +1) on melee attack rolls, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks for 1 round.
War Mind can touch an ally as a standard action. For one minute, that ally can choose at the start of its turn to gain +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus to attack rolls, or +1 luck bonus to saving throws. The choice lasts for 1 round.
Orc Blood counts as both an orc and a human for any effect
related to race.
Sacred Weapon can do 1d6 damage with his greatsword.
Spontaneous Casting (Positive) can swap any of his 1st-level spells for cure light wounds on the fly.

spells:

Bless can give all allies in a 50-foot-radius burst a +1 morale bonus to attack rolls and saves against fear for 1 minute.
Create Water creates 2 gallons of water within 25 feet. It lasts a day if no one drinks it.
Cure Light Wounds scroll heals a touched target for 1d8+1 damage.
Detect Magic can notice magic in a 60-foot cone. If he concentrates, he can find how many magic auras there are on the next round and then attempt to find out more on the round after that.
Guidance can give a touched target a +1 competence bonus that the target can use on any attack roll, saving throw, or skill check in the next minute.
Shield of Faith can give a touched target a +2 deflection bonus to AC for 1 minute, which increases touch, flat-footed, and CMD as well.

[dice=mwk greatsword power attack, Furious Focus] 1d20 + 8 [/dice]

[dice=damage] 2d6 + 6 + 3 [/dice]