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About PaltairI bet I could lift you over my head with one hand! PFS # 264524-13
M Half-Orc Warpriest 4
Melee Masterwork Greataxe +9 (1d12+6)
Ranged Sling +4 (1d4+4)
Non-Standard Skill Bonuses
Languages: Celestial, Common (Taldane), Orc Special Abilities:
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SPECIAL ABILITIES ------------------------------ Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Sacred Tattoo: Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity. Shaman’s Apprentice: Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait. Skilled: Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision. Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon. Armor Expert: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0. Fate’s Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. Aura: A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment. Blessings: A warpriest’s deity influences his alignment, what 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 domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of 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 for 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 chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform. Paltair has the Luck and Travel blessings. Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon). Sacred Weapon: 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 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 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. 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:
In addition, if the warpriest is good, he can add:
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 (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. Fervor: 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. 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. 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 listed 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 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: Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy 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 symbol to use this ability. A good warpriest channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. 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. Blessings:
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BLESSINGS ------------------------------ Agile Feet: At 1st level, 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. Lucky Presence: At 1st level, you can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, or once 1 minute passes, the effect ends. Spells:
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SPELLS ------------------------------ Orisons (4/day) (*) Detect Magic (*) Guidance (Will 12) (*) Light (*) Stabilize (Will 12) 1st (4/day)
2nd (2/day)
Feats:
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FEATS ------------------------------ Endurance: You gain a +4 bonus on the following checks and saves: - Swim checks made to resist nonlethal damage from exhaustion - Constitution checks made to continue running - Constitution checks made to avoid nonlethal damage from a forced march - Constitution checks made to hold your breath - Constitution checks made to avoid nonlethal damage from starvation or thirst - Fortitude saves made to avoid nonlethal damage from hot or cold environments - Fortitude saves made to resist damage from suffocation In addition, you may sleep in light or medium armor without becoming fatigued. Furious Focus: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity. Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). Weapon Focus (Greataxe): You gain a +1 bonus on all attack rolls you make using the selected weapon. Gear/Possessions:
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GEAR/POSSESSIONS ------------------------------ Carrying Capacity Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb. Current Load Carried 79 lb. Masterwork Greatsword (320 gp) (12 lb) Morningstar (8 gp) (6 lb) Dagger (2 gp) (1 lb) Sling (0 gp) (0 lb) Sling Bullets x10 (0.1 gp) (5 lb) +1 Mithral Breastplate (5200 gp) (15 lb) Cloak of Resistance +1 (1000 gp) (1 lb) Wand: Cure Light Wounds (48 charges) (- gp) (0 lb) Backpack (- gp) (- lb) *Acid Flask x 2 (20 gp) (2 lb) *Scroll: Align Weapon (150 gp) (0 lb) *Scroll: Lesser Restoration (150 gp) (0 lb) *Climbing Kit (80 gp) (5 lb) *Ink (8 gp) (1 lb) *Inkpen (0.1 gp) (0 lb) *Parchment x4 (0.8 gp) (0 lb) *Warpriest’s Kit (16 gp) (31 lb) - Bedroll - Belt Pouch - Cheap Holy Text - Flint and Steel - Iron Pot - Mess Kit - Rope - Soap - Spell Component Pouch - Torches (10) - Trail Rations (5) - Waterskin - Wooden Holy Symbol *Stored in Backpack Bot Me!:
In combat, Paltair prefers to get up-close and personal with his opponents, demonstrating his strength where they can’t help but see it.
Outside of combat, Paltair keeps an eye out for both cheaters and surprises. He tends to be a bit too boisterous and loud when talking to people, so he’s learned to not speak as much rather than speak more softly. Boons:
Draconic Sidekick: You may cross this boon off your chronicle sheet to gain a pseudodragon that follows you loyally for one adventure. Its sting bypasses DR/silver, and this boon allows you to bypass the normal limit of one combat creature per player per scenario.
Fortune’s Return: You may activate an ability by checking off the box next to it. Doing so grants you a +1 luck bonus on an attack roll, saving throw, skill check, or ability check associated with the corresponding ability score. Apply the bonus before you roll. The bonus increases to +2 if you use it for the specific use listed below.
Confirmed Field Agent: You may acquire a wayfinder by spending 1 Prestige Point. Explore, Report, Cooperate: 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: You gain a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge. Masterful Performance: You gain one of the following benefits, chosen at the time you use this ability as a swift action:
When you use this ability, cross it off your Chronicle sheet. Clockwork Spy: You recovered a broken clockwork creation, but without extensive repairs it will never function again. You may spend 50 gp 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, 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. Resisting the Gossamer King: You receive a +1 bonus to your saves against poisons and diseases. Heroes of Magnimar: You receive a +2 bonus to your Bluff, Diplomacy, and Intimidate checks in Magnimar and in the cities and towns allied with it. Background:
Appearance and Personality:
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