Oread

Q'urtaz's page

92 posts. Alias of Pixie Rogue.


Classes/Levels

Warpriest 1 [ HP 9/9 (0 NL) | AC 18 Tch 10 FF 18 | Fort +3* Ref +0* Will +5* | CMD 13 | Init +0 | Perc +8 | Effects: None]

About Q'urtaz

Male Oread Warpriest of Anubis (Law, Protection) 1
LN Medium Outsider (Native)
Init +0; Senses Darkvision (60 ft.), Perception +8

DEFENSE
AC 18, touch 10, flat-footed 18 (natural +1, armor +5, shield +2); +2 vs rays, 1/day can deflect a ray
hp 9: 1d8 (warpriest) + 1 (favored class)
Fort +3, Ref +0, Will +5

OFFENSE
Base Speed 20 ft., unaffected by encumbrance
Melee scimitar +5 (1d6+3/18-20)
Melee flail +4 (1d8+3/x2)
Ranged heavy crossbow +0 (1d10/19-20) (10 bolts)

DAILY ABILITIES
Blessing 3/day (3 + 1/2 CL)
Law Minor (Std Action, touched melee weapon, +1d6 vs chaotic creatures, duration 1 min)
Protection Minor (Std Action, personal, +1 resistance bonus to saves or +1 enhancement to armor, duration 1 min)
Orisons (3/day)
Treacherous Earth 1/day
Deflect Ray 1/day

SPELLS
First Level (1 + 1/day)

STATISTICS
Str 17, Dex 10, Con 11, Int 12, Wis 16, Cha 10
Base Atk +0; CMB +3; CMD 13
Feats Armor Proficiency, Heavy; Armor Proficiency, Light; Armor Proficiency, Medium; Martial Weapon Proficiency; Shield Proficiency; Simple Weapon Proficiency; Dwarf-Blooded; Weapon Focus (Scimitar)
Q'urtaz’ class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (religion) (Int), Perception (Wis, trait), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skills Acrobatics (no armor) +0, Acrobatics (armor & shield) -7, Acrobatics (Jump, no armor) -4, Acrobatics (Jump, armor & shield) -11, Appraise +1, Bluff +0, Climb (no armor) +3, Climb (armor) -2, Craft (Untrained) +1, Diplomacy +4 (1 rank, 3 class, 0 CHA), Escape Artist (no armor) +0, Escape Artist (armor) -5, Heal +7 (1 rank, 3 class, 3 WIS), Intimidate +0, Perception +8 (1 Rank, 3 Class, 1 Trait, 3 WIS), Perform (Untrained) +0, Sense Motive +3, Stealth (armor) +0, Stealth (armor & shield) -7, Survival +3, Swim (no armor) +3, Swim (armor) -2
Languages Common, Sphinx, Terran
SQ Spells, Aura (Lawful), Blessings, Crystalline Form, Darkvision, Focus Weapon (Scimitar), Granite Skin, Native Outsider, Orisons, Sacred Weapon (Flail, Scimitar), Spontaneous Casting (Cure spell), Slow and Steady, Stonecunning, Treacherous Earth, Sphinx Riddler, Eyes and Ears of the City

Possessions 26.9 gp
Flail, Scimitar, Heavy Wooden Shield, Scale Mail, Iron Holy Symbol of Set, Bedroll, Explorer's Outfit, Heavy Crossbow, 10 Bolts, Backpack, Two pitions, Climbing Hammer

SPECIAL 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 the detect evil spell for details).
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.
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 a blessing, it counts against his daily limit. The DC for any of these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
Bonus Languages Q'urtaz has the following bonus language options: Abyssal, Aquan, Auran, Celestial, Dwarven, Elven, Gnome, Halfling, Ignan, Infernal, Sphinx, and Undercommon. Oreads begin play speaking Common and Terran.
Chaotic Spells Q'urtaz cannot cast spells with the chaotic descriptors in their spell descriptions.
Crystalline Form Q'urtaz gain a +2 racial bonus to AC against rays thanks to his reflective crystalline skin. In addition, once per day, he can deflect a single ray attack targeted at him as if he was using the Deflect Arrows feat. This racial trait replaces earth affinity.
Darkvision Oreads can see in the dark up to 60 feet.
Eyes and Ears of the City (LN) Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Focus Weapon At 1st level, a warpriest receives Weapon Focus as a bonus feat (choosing any weapon, not just his deity’s favored weapon).
Granite Skin Rocky growths cover Q'urtaz' skin. He gains a +1 racial bonus to natural armor. This racial trait replaces energy resistance.
Law Minor Blessing Axiomatic Strike (minor): At 1st level, as a standard action you can touch one melee weapon to imbue it with the essence of law. For 1 minute, this weapon glows blue, pale yellow, or white, and deals an extra 1d6 points of damage against chaotic creatures. This bonus damage does not stack with the axiomatic weapon special ability.
Native Outsider Oreads are outsiders with the native subtype.
Orisons Warpriests can prepare a number of orisons, or 0-level spells, each day, as noted on Table 1–13. These spells are cast as any other spell, but aren’t expended when cast and may be used again.
Protection Minor Blessing Increased Defense (minor): At 1st level, as a standard action you can gain a +1 resistance bonus on saving throws or a +1 enhancement bonus to your armor’s AC for 1 minute. Multiple uses of this blessing (to gain a bonus on saves and AC) have no effect. The bonus increases to +2 at 5th level, and +1 for every 5 levels after that.
Sacred Weapon Weapons wielded by Q'urtaz are charged with the power of his faith. In addition to the favored weapon of his deity, he 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 is wielding a sacred weapon, he treats his warpriest level as his base attack bonus for attacks made with that weapon, stacking with any base attack bonus from other classes or racial Hit Dice.
In addition, the warpriest sacred weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–13. If the weapon normally deals more damage than this, its damage is unchanged. This increase in damage does not affect any other aspect of the weapon. 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.
At 4th level, the warpriest gains the ability to imbue his sacred weapon with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every four levels beyond 4th, this bonus increases by +1 to a maximum of +5 at 20th level.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can imbue a weapon with any of the following weapon properties: 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 holy and merciful. If he is lawful, he can add axiomatic and ghost touch. Adding any of these properties consumes an amount of bonus equal to the properties base cost (see Table 15–9 of the Core Rulebook). Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other properties can be added, whether normally from itself or granted by this ability.
The warpriest can use this ability one round per day per warpriest level, but these rounds do not need to be consecutive. The enhancement bonus and properties are determined the first time the ability is used each day, and cannot be changed until the ability is used again the next day. These bonuses only apply while the warpriest is holding the weapon, and end immediately if the weapon is sheathed or leaves the warpriest’s possession. This ability can be ended as a free action at the start of the warpriest’s turn (and that round does not count against the total duration, unless the ability is resumed). If the warpriest uses this ability on a double weapon, the effects only apply to one end the weapon.
Spells A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, may restrict him from casting certain spells opposed to his moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A warpriest must choose and prepare his spells in advance.
A warpriest’s highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher.
To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell level. The saving throw DC against a warpriest’s spell is 10 + the spell level + the warpriest’s Wisdom modifier.
Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–13. In addition, he receives bonus spells per day if he has a high Wisdom score.
Warpriests meditate or pray for their spells. Each warpriest must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Sphinx Riddler You’ve always been fascinated with the ancient race of sphinxes, and are inspired by them to love puzzles and riddles and enjoy solving difficult dilemmas. Like so many others, you’ve come to Wati to explore its ancient necropolis, but you’ve also heard that sphinxes ccasionally visit a sphinx-shaped ruin called Ubet’s Folly in the city—perhaps you’ll have the chance to meet and talk with a sphinx yourself! You gain a +1 trait bonus on Bluff and Diplomacy checks against sphinxes, and a +1 trait bonus on any skill check to decipher a puzzle or riddle. In addition, you may choose Sphinx as one of your bonus languages.
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 in order to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name.
An evil warpriest (or a neutral warpriest of an evil deity) can’t convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with “inflict” in its name.
A warpriest that is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells, player’s choice. Once this choice is made, it cannot be changed. This choice also determines if the warpriest channels positive or negative energy (see Channel Energy below).
Treacherous Earth Once per day, an oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the oread touches. This lasts for a number of minutes equal to the oread’s level, after which the ground returns to normal. This racial trait replaces the spell-like ability racial trait.

Description in process:

REWARDS:

40 xp Translucent scorpion