Cursed Vampire Guard

Radana Alaris's page

18 posts. Alias of noral.


Race

HP 19/19 | AC 21, T 15, FF 16 | CMD 18 | F +6 R +5 W +7 | Init +5 | Perc +9, Sense Motive +8, Diplomacy +6

Classes/Levels

| Fervor: 5/5 | War blessing 5/5 | Plot Armor 1/1 | Resistance 5 vs. Cold, Acid, Electr | Active Conditions:

Gender

Female N Warpriest 2 of Irori | Aasimar Outsider (Native) & Humanoid (human) | Speed 30ft |

About Radana Alaris

~ ~ ~

–– Warpriest (Molthuni Arsenal Chaplain) of Irori, Master of Masters––

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CHARACTER ART --

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-- STATS --
Str: 15, Dex: 20 (18 + 2 racial), Con: 16, Int: 16, Wis: 19 (17 + 2 racial), Cha: 14

Rolled Stats
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–– SAVES ––
Fortitude: +6 (Con +3, Warpriest +3)
Reflex: +5 (Dex +5, Warpriest +0)
Will: +7 (Wis +4, Warpriest +3)

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–– COMBAT ––
Ranged to hit: +6 (BAB +1, Dex +5)
Melee to hit (non-Finesse weapon): +3 (BAB +1, Str +2)
Melee to hit (Finesse weapon): +6 (BAB +1, Dex +5)

Longbow to hit +7 [BAB +1, Dex +5, Weapon Focus +1]
Longbow damage: 1d8+2, 20/x3 [Str +2]

~

CMB: +3 (BAB +1, Str +2)
CMD: 18 (BAB +1, Str +2, Dex +5)

Speed: 30 ft.

Initiative: +5 (Dex +5)

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–– AC ––

AC 21, T 15, FF 16 (Dex +5, Chain coat +5 and +1 from Defender of the Society trait)
Armor Check Penalty: -2

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–– SKILLS ––

–– Adventuring Skills––

Acrobatics +6 (Rank 1, Dex +5, Garuda Aasimar +2, ACP -2)
Diplomacy +6 (Rank 1, Class +3, Cha +2)
Fly +5 (Rank 0, Dex +5, Garuda Aasimar +2, ACP -2)
Heal +8 (Rank 1, Class +3, Wis +4)
Knowledge: Religion +7 (Rank 1, Class +3, Int +3)
Perception +9 (Rank 1, Class +3, Wis +4, Trait +1)
Sense Motive +8 (Rank 1, Class +3, Wis +4)
Spellcraft +7 (Rank 1, Class +3, Int +3)
Swim +4 (Rank 1, Class +3, Str +2, ACP -2)
Survival +8 (Rank 1, Class +3, Wis +4)

10 skill points => 2 levels with 5 Skill Points per level (2 Warpriest + 3 Int)

–– Background Skills ––

Craft Weapons +7 (Rank 1, Class +3, Int +3)
Handle Animal +6 (Rank 1, Class +3, Cha +2)
Knowledge Engineering +7 (Rank 1, Class +3, Int +3)
Profession Soldier +8 (Rank 1, Class +3, Wis +4)

2 Skill Points per level

–– Languages ––

• Racial: Common
• Int: Draconic, Celestial, Sylvan

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–– WARPRIEST SPELLS MEMORIZED ––
• 0 level (3): Detect magic, Read Magic, Stabilize
• 1st level = 5 (3 + 2 Wis): 4 x Divine Favor, Bless

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

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–– HIT POINTS ––:

Lvl 1 - 11 Hit Points: 8 Warpriest + 3 Con
Lvl 2 - 8 Hit Points: 5 Warpriest + 3 Con

TOTAL - 20 Hit Points

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–– GOLD –– :

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–– TEMPORARY GEAR ––

–– GEAR ––

Composite Longbow (Str 12), 100 gp
Chain Coat, 75 gp
Arrows (60 cold iron arrows [6 gp], 20 silver blanched cold iron arrows [11 gp], 20 blunt arrows [2 gp], Smoke arrow [10 gp], 10 Thistle (bleed) arrow [10 gp], 20 Whistling arrows [2 gp])
Backpack
Compass
Healer’s kit
Air bladder
Snorkel masterwork
Animal glue
Drill
Earplugs
Bell string
Smoked Goggles
Whistle signal
1 x Alchemical Grease
1 x Scroll of ‘Align Weapon’
Vermin repellent
2 x Holy symbol Of Irori
Smelling Salts
Smoked Goggles
Air Crystal
Antiplague
Antitoxin
2 x Acid

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–– TRAITS ––
• DEFENDER OF THE SOCIETY: You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.
• 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.
• SEEKER (Social): You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

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–– FEATS ––
• Lvl 1 (Warpriest 1 Free Feat): WEAPON FOCUS (Longbow)
• Lvl 1: PRECISE SHOT

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–– CLASS ABILITIES: Warpriest (Molthuni Arsenal Chaplain) ––

• CLASS SKILLS: Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).

• WEAPON AND ARMOR PROFICIENCY: all simple and martial weapons, as well as the favored weapon of his deity [UNARMED STRIKE from Irori], and with all armor (heavy, light, and medium) and shields (except tower shields).

• SPELLS: A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section on page 62. A warpriest must choose and prepare his spells in advance. 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 can 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.

• 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 on page 266 of the Core Rulebook for details).

• BLESSINGS (Su): A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each A Arsenal Chaplain warpriest can select two one 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.
• WAR BLESSING: A Molthuni arsenal chaplain must choose War as his blessing, and can do so even if it is a domain not normally granted by his deity. He does not receive a second blessing. At 7th level, a Molthuni arsenal chaplain gains Quicken BlessingACG (War) as a bonus feat even if he does not meet the prerequisites, but cannot grant a War blessing to himself as a swift action with Quicken Blessing until he is at least 10th level.

War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.

Battle Lust (major): At 10th level, you can touch an ally and grant it a thirst for battle. All of the ally’s melee attacks are treated as if they had the vicious weapon special ability, but the additional damage dealt to the ally from that special ability is nonlethal. In addition, the ally receives a +4 insight bonus on attack rolls made to confirm critical hits. These benefits last for 1 minute.

• FOCUS WEAPONS (LONGBOW): 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 (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. 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 (see Table 15–9 on page 469 of the Core Rulebook). 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.

• SACRED WEAPON (Su): The base damage of a Molthuni arsenal chaplain’s sacred weapon does not increase above 1d6. This alters sacred 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 (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. 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.

• WEAPON TRAINING (Ex): At 5th level, a Molthuni arsenal chaplain gains weapon training as per the fighter class feature, but the benefits of this weapon training apply only to his sacred weapons (weapons with which the warpriest has taken Weapon Focus). This ability replaces channel energy. [Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), the bonuses granted increase by +1.]

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— AASIMAR Garuda-Blooded (Plumekith) RACIAL TRAITS --
• Wis: +2, Dex: +2
• TYPE: Humanoid (Human), Outsider (Native)
• SIZE: Medium
• SPEED: 30 feet
• DARK-VISION
• SCION OF HUMANITY: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
• ALTERNATE SKILL MODIFIERS: Plumekith have a +2 racial bonus on Acrobatics and Fly checks.
• ALTERNATE SPELL-LIKE ABILITY: Plumekith can use ‘see invisibility’ as a spell-like ability once per day (with a caster level equal to the aasimar’s character level).
• CELESTIAL RESISTANCE: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
• Automatic Languages: Common

Radana Description:

Radana Alaris is an athletic woman whose years of military training have pushed her body to build agility and resilience, rather than brute muscle. Her dark hair is usually kept tied back in a practical braid, which reveals her sharp features, and amber eyes that constantly seem to study the world around her. Though her celestial ancestry is subtle, there is an unusual depth in her eyes.

She often wears a small smile or a knowing smirk, especially when facing a challenge, but moments of quiet melancholy sometimes surface when her thoughts drift to the father she never knew and the path he left unfinished. She is usually clad in armor when adventuring or wears simple traveling clothes, but Radana always carries herself with the confidence and sometimes also ease of a soldier. She’s got the patience of a devotee of Irori, and the determination of someone who views every obstacle as another step toward self-perfection.

–– BACKGROUND –– :

Radana Alaris was born in the military nation of Molthune, though her celestial ancestry was a surprise so that most would never have suspected it, as she appears entirely human and was raised as one among her people. Only occasional hints suggested that something celestial lies buried deep within her bloodline.
Her mother is a devoted cleric of Irori who spent years teaching martial discipline and self-mastery. An accomplished practitioner of the Crane Style, she believed that true strength came from control rather than aggression. Radana spent much of her childhood training in unarmed combat under her mother’s strict but loving guidance.
Her father was a Pathfinder Society agent and an accomplished archer. Before Radana was born, he embarked upon an expedition from which he never returned. She never knew him personally, knowing him only through stories, old journals, and the treasured longbow he left behind. Those stories painted the picture of a man who believed that knowledge was worth any risk and that the world was meant to be explored.
Inspired by both parents, Radana followed a unique path. She entered training among the Molthuni Arsenal Chaplains in Korholm’s Arsenal District, learning to combine divine devotion with military excellence. While her mother taught her discipline and the perfection of body and spirit, her father’s legacy drew her toward the bow and eventually toward the Pathfinder Society itself.
Now, having completed her training as a Warpriest, Radana seeks to walk the path her father never finished. She joins the Pathfinder Society not only to honor his memory, but also to test herself against the wider world. Every expedition is an opportunity to improve, every challenge a lesson, and every victory a step closer to the ideal of perfection preached by Irori.

~

Radana believes that perfection is not a destination but a journey. She is disciplined, patient, and respectful, though years among Molthune’s military institutions have left her with a direct and practical outlook.
She views the Pathfinder Society as both an opportunity and a responsibility. Each mission allows her to honor her father’s memory while continuing her own pursuit of mastery. Whether facing monsters, bandits, ancient ruins, or distant lands, Radana approaches every challenge with the same mindset:
”If a task is worth undertaking, it is worth doing well!“


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Build Concept:

Pure Warpriest (Molthuni Arsenal Chaplain)

The concept is a dedicated martial divine archer that remains Warpriest at all levels.

The Molthuni Arsenal Chaplain archetype exchanges Sacred Weapon progression for Fighter-style Weapon Training and accelerated access to combat feats. This creates an unusually effective archery platform because Warpriest self-buffs stack extremely well with ranged full attacks.

Key strengths include:

* Fighter Weapon Training progression without multi-classing.
* Bonus combat feats gained through Warpriest and Human Favored Class Options.
* Swift-action self-buffing through Fervor.
* Access to powerful divine buffs such as Divine Favor, Blessing of Fervor, Magic Weapon, Deadly Juggernaut, Divine Power, and others.
* Excellent action economy, allowing buffs while maintaining offensive output.
* Full BAB-equivalent accuracy once buffs and Weapon Training come online.
* Strong defenses through Warpriest spells and access to Crane Style as a backup defensive package when forced into close combat.

The build is designed to become an increasingly dangerous full-attack archer while retaining the flexibility and survivability of a divine caster.

~

Planned Feat Progression:
Feats

Level 1 (Warpriest Bonus Feat): Weapon Focus (Longbow)

Level 1: Improved Unarmed Strike (favored weapon of Irori)

Level 1: Precise Shot

Level 3: Dodge

Level 3 (Warpriest Bonus Feat): Rapid Shot

Level 5: Crane Style

Level 6 (Warpriest Bonus Feat): Manyshot

Level 6 (Human Favored Class Bonus unlock): Clustered Shots

Level 7 (Molthuni Arsenal Chaplain Bonus Feat): Quicken Blessing (War)

Level 7: Crane Wing

Level 9 (Warpriest Bonus Feat): Weapon Specialization (Longbow)

Level 9: Point-Blank Master (Longbow)

~

General Development:
The early levels focus on establishing accurate ranged attacks through Weapon Focus and Precise Shot.

By level 6 the build reaches the classic Manyshot + Rapid Shot combination, generating a high number of attacks every round. Clustered Shots ensures damage remains effective against enemies with damage reduction.

At higher levels Weapon Training, Weapon Specialization, Divine Power, Blessing of Fervor, and Warpriest buffs combine to create a highly accurate and hard-hitting ranged combatant.

Crane Style / Crane Wing and her martial arts training represent her mother’s teachings and provide a defensive fallback when ranged combat is not possible.