The Plagued One

Praetor Grey's page

779 posts. Alias of Doomed Hero.


Channel 4/4, Rebuke 4/6, Fervor 5/5, Drain Strike 4/4, M.Focus: Y


Berserk HP: 4/4, Temp HP: 0, HP 19/19, DHP: 24 | AC 21 | Fort +6, Ref +2, Will +9 |


Lawful Neutral


Common, Orcish, Abyssal

Strength 14
Dexterity 10
Constitution 12
Intelligence 10
Wisdom 18
Charisma 17

About Praetor Grey

Gestalt male half orc
Bastion of Conviction Warpriest 2
Spirit Warden Life Shaman 2


Once, he saw the signs and portents clearly. He was actually one of them. He came to the Dungeon of Graves where the Shadow Spire was rooted, intent on discovering the secrets of the place so that he could bring the right omen to the right hero and begin the cycle of prophesy and destiny this place needed to restore it's balance.

He was captured, imprisoned, enslaved, killed, and returned to life as an undead abomination of his true purpose.

His body was found by an adventuring Druid who destroyed his undead form, and reincarnated him in order to find out what had happened to him.

Now, trapped in an unfamiliar form, the Half-Orc who simply calls himself "Grey" seeks his revenge on the priests of Orcus. He has become the hero he once sought. So far, he does not enjoy being on the other side of omens and portents.


Grey is the kind of person who sees everything as part of a greater plan. One that he is privy to, and few others are. In fact, to him most everyone else exists only to be used in pursuit of his grand design. Whether they like it or not, alive or dead, everyone is merely a tool in his great machine.

He was once a Psychopomp and still thinks of himself and his purpose in those terms. He's learning that he is no longer bound by his former duties, and he hasn't figured out how he really feels about that. One thing he is sure of is that he is furious about what the Goat Priests did to him.

He has returned to Rappan Athak to turn the entire place into a mass grave.


Praetor Grey dresses in a simple priest's cassock. It is unadorned but finely made. A belt of chain wraps around his waist locked at his hip. The two ends dangle down to his knees, but move on occasion as if alive.

He wears a featureless grey mask over his face, which combined with his hood make it nearly impossible to discern any of his features.

When he speaks, his voice sounds hollow and muffled behind his mask, but resonates powerful and deep.


HP: 19 (8, +1d8, +2 con, +4 toughness)
Temp HP: 4 (while berserk)
Deathless HP: 24

20 AC (+9 platemail, +1 buckler, +1 natural)
.....-2 while Berserk
.....-1 on rounds I attack with both hands
.....+2 Bodyguard

20 Flat Footed
10 Touch

13 CMD (10, +1 BaB, +2 str)

+6 Fort (3 warpriest, +1 con, +2 luck)
+2 Ref (+0 ref, +2 luck)
+9 Will (3 shaman, +4 wis, +2 luck)


Speed: 20

BaB +1

CMB +1

Masterwork Scythe +5, 2d4+3, x4 crit
.....+1 damage on 1st strike of combat (whetstone)

Orcish Hornbow +1, 2d6+2, x3 crt

Traits, Feats and Proficiencies:

Honeyed Words: You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.
Sacred Conduit: +1 to Channel DC
Fate's Favored: +1 to any Luck bonus received.
Eyes and Ears of the City: +1 Perception, always a class skill

Endurance (racial bonus)
Weapon Focus: Scythe (warpriest bonus)
Toughness (1st)
Channel Smite (1st, bonus)
Way of Hunger (replaces blessing)
Quick Channel (2nd, bonus)
Diehard (sphere bonus)

Power Attack (feat tax bonus)
Deadly Aim (feat tax bonus)
Combat Expertise (feat tax bonus)

Martial Tradition: Heavy Armsman
Armor: Light, Medium, Heavy, Bucklers
Weapon: Simple, scythe, battle axe, boulder helmet, earthbreaker, greataxe, greatclub, hand axe, heavy pick, light hammer, light pick, pickaxe, throwing axe, warhammer, falchion, and all weapons with Orc in the name.


Proficient Practitioner (warpriest)

Berserker (tradition bonus)
Deathless (tradition bonus)
Decapitate (2nd level)

Berserker Sphere
Berserking As a free action at the start of each turn, you may choose to take a -2 penalty to AC in exchange for 3 temporary hit points. The penalty and the temporary hit points end at the start of your next turn. For every point of base attack bonus you have, the granted temporary hit points increase by 1.

Brutal Strike: As a special attack action, you may make a melee attack against a target. Creatures damaged by a brutal strike gain the battered condition until the end of your next turn. You may expend martial focus to have the attack deal additional damage equal to twice your base attack bonus.

Each brutal strike may be modified by a single (exertion) talent.

Deathless: As long as you have martial focus, the number of hit points you can be reduced to below 0 without dying is doubled and you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this talent, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than twice your Constitution score, you immediately die. Associated Feat: Diehard.

Decapitate You do not provoke attacks of opportunity when delivering a coup de grace. As long as you have martial focus, you may deliver a coup de grace as a standard action.


Class Skills: Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Points: 8 Shaman
Total: 8

.....+1 Guidance whenever there's time to cast it before a check

+9 Perception (1 rank, +4 wis, +3 class, +1 trait)
+8 Diplomacy (1 ranks, +3 cha, +3 class, +1 trait)
....+2 enhanced diplomacy
+8 Intimidate (1 ranks, +3 cha, +3 class, +1 shaman)
....+2 enhanced diplomacy
+8 Sense Motive (1 ranks, +4 wis, +3 class)
+5 Knowledge Planes (2 ranks, +3 class)
+5 Spellcraft (2 ranks, +3 class)

Spells and Consumables:

Warpriest Spells

Orisons (4 memorized, at will, memorized)
Detect Magic
Read Magic
Enhanced Diplomacy

1st Level (2 per day, +1 bonus, memorized)
Divine Favor
Divine Favor
Murderous Command

Shaman Spells
Arcane Mark
Dancing Lights
Detect Poison

Orisons (4 per day, at will, memorized)

1st Level (2 per day, +1 bonus, memorized)
Dream Feast
Cure Light Wounds



1) +1/6 combat feat
2) +1/6 combat feat

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.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Warpriest Abilities:

Aura (Ex) A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil). Grey is Lawful Neutral

Blessings (Su)
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.

Repose blessing
Gentle Rest (minor): At 1st level, you can fill a living creature with lethargy by hitting it with a melee touch attack, causing it to become staggered for 1 round. If the target is already staggered, it falls asleep for 1 round instead. An undead creature that’s touched is staggered for a number of rounds equal to your Wisdom modifier (minimum 1).

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.

Sacred Weapon (Su) 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 damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. 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, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. 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.

Weapon and Armor Proficiencies: A bastion of conviction is proficient with all simple weapons, as well as the favored weapon of his deity, and with light armor and bucklers. If the bastion of conviction worships a deity with unarmed strike as its favored weapon, he gains Improved Unarmed Strike as a bonus feat. In addition, if this is the character’s first level in any class, he may select a martial tradition of his choice.
This modifies weapon and armor proficiency.

Combat Training (Ex): A bastion of conviction is considered an Proficient practitioner, gaining spheres and talents as appropriate. A bastion of conviction uses his casting ability modifier as his practitioner modifier.

A bastion of conviction may use his class level as his Base Attack Bonus to determine what combat feats he qualifies for. This stacks with other sources of Base Attack Bonus.

This replaces the bonus feats gained at 3rd, 6th, 9th, 15th, and 18th levels.

Militant Extremist: A bastion of conviction counts his class levels as fighter levels for the purpose of qualifying for feat that have a minimum number of fighter levels as a prerequisite.

Shaman Abilities:

Unnatural Mien: (Ex) At 1st level, the spirit warden’s dealings with the spirit world give her an unsettling demeanor. Diplomacy and Handle Animal are not class skills for a spirit warden. Intimidate is added as a class skill, and she gains a +2 bonus on Intimidate checks to demoralize a foe.

Restless Magic (Su) The spirit warden adds the following spells to the list of spells she can cast using spirit magic: detect undead (1st), command undead (2nd), halt undead (3rd), death ward (4th), possess object (5th), undead to death (6th), ethereal jaunt (7th), control undead (8th), foresight (9th).

This ability replaces the spirit magic spells gained from the shaman’s spirit.

Rebuke Spirits (Su) At 2nd level, the spirit warden gains the ability to channel positive energy as a cleric of her level. Regardless of her alignment, she can only use this ability to harm undead creatures. The spirit warden can use this ability a number of times per day equal to 3 + her Charisma modifier.

This ability replaces the hex gained at 2nd level.

Spirit (Su) A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features.
Life Spirit

Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier.

Spirit Magic: A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats).

Hex: At 2nd level, a shaman learns one hex (replaced by archetype). At 4th, 8th, 10th, 12th, 16th, 18th, and 20th level, the shaman learns new hexes. A shaman can select from any of the following hexes or from any of the hexes listed in the description of her chosen spirit. A shaman cannot select a hex more than once unless noted otherwise.

Using a hex is a standard action that doesn’t provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier.

Spirit Animal:

Omen, Ioun Wyrd Protector Familiar

Spirit Animal (Ex)
At 1st level, a shaman’s spirit animal gains specific abilities, depending upon the type of spirit selected by the shaman using her spirit class feature. These abilities affect the animal’s appearance and grant it special abilities that can aid it in serving the shaman and the spirit it represents and is connected to. These abilities are described in the spirit animal section of each individual spirit description.

Life Spirit: The shaman’s spirit animal appears to be a beautiful and very healthy version of its species, and seems especially vibrant and full of life. Her animal companion gains fast healing 1; if the spirit animal already has fast healing, instead its fast healing increases by 1.


Armor: full plate
Shield: buckler


10' chain around waist w/ average lock
Manacles x3
Signal horn

----In bandoleers----

Twine (50')
Skeleton Key

---In Bag of Holding---
scrimshaw tools
tailor's tools
Ink in metal pot
Vellum in hardened scroll case.
6 pitons
Extra water
Hammock tent


200 gp


none yet