Thricetrod

Ra’geh Ejtehah's page

267 posts. Organized Play character for noral.


Race

HP 56/56 | AC 26, T 16, FF 23 | CMB +10 | CMD 25 | F +11 R +8 W +10 | Init +2 | Perc +13, Sense Motive +8, Dipl +2

Classes/Levels

| Reroll 1/1 | Blessings 5/5 | Fervor 3/5 | Wild Shape 3/8 | Aspect 8/8 | Div. Training 1/1 | Ret. Abj. 1/1 | Active Conditions:

Gender

CG Human Mwangi Male | Shifter 4, Warpriest 2 | Follower of Lythertida | Speed 20ft |

About Ra’geh Ejtehah

~ ~ ~

Warpriest (Champion of the Faith) of Lythertida, The Voiceless Tragedy

Shifter (Weretouched) with the Deinonychus aspect.

Ejtehah in Wildshape Hybrid Deinonychus Form.

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-- STATS --

Str: 18*, Dex: 14, Con: 14, Int: 12, Wis: 18**, Cha: 7

* Belt of Strength +2, ** Level 4 Ability Increase, Headband of Wisdom +2

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–– SAVES ––

Fortitude: +11 (Con +2, Warpriest +3, Shifter +4, Cloak of Resistance +2)
Reflex: +8 (Dex +2, Warpriest +0, Shifter +4, Cloak of Resistance +2)
Will: +10 (Wis +4, Warpriest +3, Shifter +1, Cloak of Resistance +2)

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–– COMBAT ––

Ranged to hit: +7 (BAB +5, Dex +2)
Melee to hit: +9 (BAB +5, Str +4)

2 x Shifter Claws to hit: +11(BAB +5, Str +4, Weapon Focus +1, Amulet of Mighty Fist +1), Damage +5 (Str +4, Amulet of Mighty Fist +1)

CMB: +10 (BAB +5, Str +4, Amulet of Mighty Fist +1)

Speed: 30 ft. but 20 ft in Heavy Armor

Initiative: +2 (Dex +2)

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–– AC / CMD ––

• AC 26, T 16, FF 23 (Dodge Feat +1, Dex +2, +1 Stone Plate +10, Shifter Defensive instinct +3 [1 + ½ Wis +4])
• Armor Check Penalty - 5: MW Stone Plate -5

CMD: 25 (BAB +5, Str +4, Dex +2, Shifter Defensive instinct +3 [1 + ½ Wis +4], Dodge +1)

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–– SKILLS ––
Acrobatics +3 (Rank 3, Class +3, Dex +2, ACP -5)
Climb +3 (Rank 1, Class +3, Str +4, ACP -5)
Diplomacy +2 (Rank 1, Class +3, Cha -2)
Heal +8 (Rank 1, Class +3, Wis +4)
Knowledge engineering +5 (Rank 1, Class +3, Int +1)
Knowledge nature +5 (Rank 1, Class +3, Int +1)
Knowledge planes +10 (Rank 6, Class +3, Int +1)
Knowledge religion +5 (Rank 1, Class +3, Int +1)
Perception +13 (Rank 6, Class +3, Wis +4)
Profession Merchant +10 (Rank 1, Class +3, Wis +4, Tool +2)
Sense Motive +8 (Rank 1, Class +3, Wis +4)
Spellcraft +5 (Rank 1, Class +3, Int +1)
Stealth +1 (Rank 1, Class +3, Dex +2, ACP -5)
Survival +15 (Rank 6, Class +3, Wis +4, Track ½ Shifter level +2 )
Swim +3 (Rank 1, Class +3, Str +4, ACP -5)

Skill Points

Shifter 4: 24 = 4 lvls x 6 (4 Shifter + 1 Int + 1 Human Skilled)
Lvl 2 Warpriest 2: 8 = 2 lvls x 4 (2 Warpriest + 1 Int + 1 Human Skilled)

TOTAL: 32 Skill Points

Languages:
• Racial: Common, Polyglot, Druidic

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–– WARPRIEST SPELLS MEMORIZED ––

• 0 level > 4: Detect magic, Read Magic, Stabilize, Guidance
• 1st level > 3 = 2 + 1 Wis: Divine Favor, Divine Favor, Divine Favor

–– LIMITED ABILITIES––

• Warpriest FERVOR 5 = 1 (1/2 Warpriest Level) + 4 (Wis +4)
• Warpriest BLESSINGS: 5 = 1 (1/2 Warpriest Level) + 4 (Wis +4)

• Shifter WILD SHAPE: 8 hours = 4 (Shifter Level) + 4 (Wis +4)
• Shifter ASPECT minor form: 8 = 4 (Shifter Level) + 4 (Wis +4)

–– WARPRIEST FAVORED CLASS BONUS (HUMAN) ––

• 2 x Gain 1/6 of a new bonus combat feat.

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–– XP / PRESTIGE POINTS / FAME ––:

TOTAL OVERVIEW:
* Currently: 15 XP / 1 PP / 24 Fame
* Spent: 23 PP

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–– RETRAINING ––:

• On 2nd Level: Retrained 3 Hit Points each costing 3 days / 3 PP / 60 gp (=3 days * 2nd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 120 gp.
• On 3rd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 90 gp (=3 days * 3rd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 180 gp.
• On 5th Level: Retrained 2 Hit Point costing 3 days / 3 PP / 150 gp (=3 days * 4th Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 300 gp.
• On 6th Level: Retrained feat; this costs 5 days / 5 PP / 300 gp ( = 5days * 6th Lvl * 10gp)

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–– HIT POINTS ––:

Lvl 1 - 12 Hit Points: 10 Shifter + 2 Con
Lvl 2 - 9 Hit Points: 5 Warpriest + 2 Con + 2 Retraining
Lvl 3 – 10 Hit Points: 6 Shifter + 2 Con + 2 Retraining
Lvl 4 – 8 Hit Points: 6 Shifter + 2 Con
Lvl 5 – 10 Hit Points: 6 Shifter + 2 Con + 2 Retraining
Lvl 6 - 7 Hit Points: 5 Warpriest + 2 Con

TOTAL - 56 Hit Points

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–– GOLD –– :

683 gp
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–– GEAR ––

Stone Plate +1 [2800 gp]
Cloak of Resistance +2 [4000 gp]
Amulet of mighty fist +1 [4000 gp]
Belt of Incredible Strength [4000 gp]
Headband of Wisdom +2 [4000 gp]
Wayfinder, Essential Field Agent Boon (5th-Level, 3 Stars)
Wand of CLW (32 charges) [750 gp]
Backpack [2 gp]
Compass [10 gp]
Healer’s kit
Snorkel masterwork
Earplugs
Smoked Goggles
Whistle signal
Alchemical Grease
Scroll of Weapons Against Evil
Scroll of ‘Comprehend Languages’
Scroll of ‘Protection from Evil’
Scroll of ‘Remove fear’
Scroll of ‘Speak local language’
Scroll of ‘Endure Elements’
Scroll of ‘Air bubble’
Scroll of ‘Entropic Shield’
Scroll of ‘Hide from Undead’
Oil of grease
Potion of Touch of Sea in Potion Sponge
Oil of ‘Unwelcome Halo’
Vermin repellent
Holy symbol Of Lythertida
Smelling Salts
Masterwork Tool (Profession Merchant), 1 lb.
Air Crystal
Antiplague
Antipoison
5 x Acid

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–– TRAITS ––
• MAGICAL KNACK (Magic: Warpriest): Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
• FATE’s FAVORED (Faith): The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

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–– FEATS ––
• Lvl 1 (Human free feat): DODGE
• Lvl 1: Retrained at level 6 from Power Attack to SHIFTER’s RUSH: Prerequisites: Wild shape class feature, shifter level 4th. Benefit: When you use a move action to move 10 feet or more or when you charge, you can use wild shape as a free action during that movement.
• Lvl 2 (Warpriest 2 Free Feat): WEAPON FOCUS Claws
• Lvl 2 (Warpriest 2 Free Feat - Deity favored weapon): IMPROVED UNARMED STRIKE
• Lvl 3: CRANE STYLE (Combat, Style) - Prerequisites: Dodge, Improved Unarmed Strike, base attack bonus +2 or monk level 1st. Benefit: You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.
• Lvl 5: PLANAR WILD SHAPE: Prerequisite: Wild shape class feature, Knowledge (planes) 5 ranks. Benefit: When you use wild shape to take the form of an animal, you can expend an additional daily use of your wild shape class feature to add the celestial template or fiendish template to your animal form. (Good druids must use the celestial template, while evil druids must use the fiendish template.) If your form has the celestial template and you score a critical threat against an evil creature while using your form’s natural weapons, you gain a +2 bonus on the attack roll to confirm the critical hit. The same bonus applies if your form has the fiendish template and you score a critical threat against a good creature.

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–– CLASS ABILITIES: Shifter 4 (Weretouched) ––

Shifter CLASS Details

Weretouched ARCHETYPE Details

• ASPECT: DEINONYCHUS

–– CLASS ABILITIES: Warpriest 2 (Champion of the Faith) of Lythertida, The Voiceless Tragedy ––

Warpriest CLASS Details

Champion of the Faith ARCHETYPE Details

• BLESSINGS: Restoration, Good

• FOCUS WEAPON: Claws

• FAVORED WEAPON of Lythertida: Unarmed Strike

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— HUMAN RACIAL TRAITS --
• Str: +2
• TYPE: Humanoid (Human)
• SIZE: Medium
• SPEED: 30 feet

• BONUS FEAT: Humans select one extra feat at 1st level.
• SKILLED: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
• LANGUAGES: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

–– BACKGROUND –– :

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— GM Star Reward - Student of SPELLS --

The Master of Spells is infamous for the cantankerous disdain he shows to initiates and field agents, especially those who have no magical talents. Nonetheless, he is a gifted wizard with many discoveries to his name. You have earned his grudging approval—possibly even his respect—and he makes a special effort to spare you his derision in front of your peers.

• Diverse Training (1st-Level, 1 Star): Little irritates Aram Zey more than hearing uneducated louts recite the stereotypical foibles of arcane spellcasters, and he pushed you to practice a wide range of skills so that you are not to be upstaged by less erudite allies. Once per scenario, you may attempt a skill check as if you were trained in that skill. Your bonus on the check is equal to three plus your number of GM stars and is modified by no other modifiers (including armor check penalty, ability modifiers, etc.).

• Retributive Abjuration (3rd-level, 2 Stars): Accidents happen in the world of magic, and a resourceful agent of Spells knows how to turn disaster into an advantage. Once per scenario as a swift action, you siphon away harmful energy and redirect it; this is a supernatural ability that functions as the spell draconic reservoir (Pathfinder RPG Advanced Player’s Guide 217), except the effect lasts for a number of rounds equal to your number of GM stars and can only absorb 3 points of energy damage per GM star.

• Essential Field Agent (5th-Level, 3 Stars): At Aram Zey’s recommendation, the Pathfinder Society recognizes you as a particularly promising agent worth special effort to preserve for future missions. Your wayfinder is decorated with magical silver filigree that does not interfere with the wayfinder’s normal functions and acts as an aegis of recovery (Pathfinder RPG Ultimate Equipment 254) that heals you for a number of points of damage equal to 2d8 plus twice your number of GM stars the next time you fall below 0 hit points. When this ability triggers, the filigree tarnishes and loses this extra ability; cross this boon off your Chronicle sheet.

• Vaults of the Ten (7th-Level, 4 Stars): Aram Zey allows you to peruse one of the Vaults—the numerous caches of relics and magic items that exist beneath the Grand Lodge of Absalom—and pick an item to use in your adventures. You may treat your effective Fame as though it were 5 higher when purchasing a single item. Alternatively, you can purchase a single wand that has only 10 charges; you may also increase the wand’s caster level up to CL 7th. The wand’s price is equal to the level of the spell × the caster level × 150 gp. If the spell has a material component cost, add 10 times the material component’s cost to the final price of the wand. You may use this boon once; record the item or wand purchased below.
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