Paltair's page

77 posts. Organized Play character for Hawthwile.

Full Name

Paltair Rundiv


| HP 20/20 | AC 16 T 11 FF 15 | CMB +5, CMD 16 | F: +7, R: +3, W: +7 | Init: +1 | Perc: +3, SM: +6


| Speed 20ft | Spells: 1st 3/3 | Fervor 3/3 | Blessings 4/4 | Active conditions: None


M NG Half-Orc Warpriest 2

About Paltair

I bet I could lift you over my head with one hand!

PFS # 264524-13
Experience 3
Faction Silver Crusade
Wealth 793 GP, 3 PP 5 Fame
Deity Kurgess

M Half-Orc Warpriest 2
NG Medium Humanoid (human, orc)
Init +1; Senses Perception +3, Sense Motive +6
AC 16, touch 11, flat-footed 15 (+5 armor, +1 dex)
hp 20
Fort +7, Ref +3, Will +7
Speed 20 ft.

Melee Masterwork Greataxe +7 (1d12+6)
Morningstar +5 (1d8+6)
Dagger +5 (1d4+4)

Ranged Sling +2 (1d4+4)
Str 18, Dex 12, Con 14, Int 12, Wis 14, Cha 7
Base Atk +1; CMB +5; CMD 16
Traits Armor Expert, Fate’s Favored
Feats Toughness, Weapon Focus (Greataxe)
Skills (8 points; 4 class, 2 INT, 2 race)
ACP -2
(0) *Acrobatics -1
(1) *Climb +8
(0) *Escape Artist -1
(0) *Fly -1
(1) Heal +6
(1) Knowledge (religion) +5
(1) Perception +3
(0) *Ride -1
(1) Sense Motive +6
(1) Spellcraft +5
(0) *Stealth -1
(1) *Swim +6
*ACP applies to these skills

Non-Standard Skill Bonuses
+2 Climb (item)

Languages: Celestial, Common (Taldane), Orc

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:
- Brilliant Energy (+4)
- Defending (+1)
- Disruption (+2)
- Flaming (+1)
- Frost (+1)
- Keen (+1)
- Shock (+1)

In addition, if the warpriest is good, he can add:
- Ghost Touch (+1)
- Holy (+2)

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.

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.

Orisons (4/day)
(*) Detect Magic
(*) Guidance (Will 12)
(*) Light
(*) [url=http://aonprd.com/SpellDisplay.aspx?ItemName=Stabilize]Stabilize
(Will 12)

1st (3/day)
(2) Divine Favor
(1) Shield of Faith (Will 13)

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.

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.

Carrying Capacity
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 93 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)
Masterwork Scale Mail (200 gp) (30 lb)
Backpack (- gp) (- lb)
*Acid Flask x 2 (20 gp) (2 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.

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. Doin g 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.
[ ] The Suit of Hammers (Strength): Sundering or otherwise breaking an object
[ ] The Suit of Keys (Dexterity): Picking a lock
[ ] The Suit of Shields (Constitution): Fortitude saves or Constitution checks against fatigue or exhaustion
[ ] The Suit of Stars (Wisdom): Avoiding getting lost or otherwise navigating

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.


Appearance and Personality: