Initiate of Flame

Radek Angdur's page

189 posts. Organized Play character for Stiehle.


Race

NG Male Dwarf | Warpriest 5 (Trudd) | Perception: +4, Darkvision (60') | Init: +3 | HP: 48 (of 48) | Defense Check: 3d6+13 | Speed: 20' | Fort: +6, Reflex: +2, Will: +8

Classes/Levels

Abilities Used:
0 (of 5 Blessings); 0 (of 5 rounds of Sacred Weapon); 0 (of 6 Fervor [2d6])
Buffs/Conditions*:
None

Age

Radek is a seasoned veteran of many battles with the enemy of his kin, though still young at less than 70 years of age. His thick hair is orange-red and his beard is always neatly trimmed and braided.

Deity

Radek worships Trudd, youngest son of Torag. He uses his great strength and martial prowess to protect the weak - but he also enjoys drinking and having fun.

About Radek Angdur

Neutral Good | Male | Dwarf
65 years | 4'2" | 205 lb.

Level 5 Warpriest of Trudd

Strength 18 [+4] Constitution 14 [+2] Dexterity 12 [+1]

Wisdom 18 [+4] Intelligence 7 [-2] Charisma 11 [+0]

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Defense

Hit Points 48

AC Defense Check 3d6 +13
(+10 Armor, +2 Buckler, +1 Dex) vs Enemy Attack Score
Magical +1 Full Plate & Masterwork Buckler

CMD Defense Check Modifier +8
(+3 BAB +4 Str +1 Dex) vs Enemy CM Score

AC Notes +4 dodge bonus to AC against monsters of the giant subtype [Racial Ability]; +4 racial bonus to CMD when resisting a bull rush or trip attempt while standing on the ground [Racial Ability]; +1 bonus to AC when using shields [Feat]; -5 AC Penalty [Armor]

Fort Save +6
(+4 Base + 2 CON)

Reflex Save +2
(+1 Base + 1 DEX)

Will Save +8
(+4 Base + 4 WIS)

Save Notes +2 racial bonus on saving throws against poison, spells, and spell-like abilities [Racial Ability]

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Offense

Initiative +3
(+1 DEX, +2 Trait)

Base Attack Bonus +3

Melee Attack +7
(BAB + STR)

Ranged Attack +4
(BAB + DEX)

Combat Maneuver Bonus +7
(+3 BAB +4 STR)

Melee Weapons:
Magical +1, Adamantine Dwarven Waraxe +9 (1d10+5, x3, Sl)
Masterwork, Cold Iron Warhammer +8 (1d8+4, x3, Bl)

Ranged Weapons:
Heavy Crossbow +4 (1d10, 19-20 x2, 120' range, Pi)
20 standard bolts

Combat Notes +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes [Racial Ability], +1 bonus on attack rolls with dwarven waraxe [Feat]

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Skills
(5 Skill Points & 10 Background Skill Points)
Armor Check Penalty (-5 [Armor])

Acrobatics -4 [+1 DEX, -5 ACP]
Appraise +2 (+4 when pricing gems/precious metals) [4 BG Ranks, -2 INT, +2 for Greed ability]
Bluff +0 [+0 CHA]
Climb -1 [+4 STR, -5 ACP]
Diplomacy +4 [1 Rank, +3 Class, +0 CHA]
Disguise +0 [+0 CHA]
Escape Artist -4 [+1 DEX, -5 ACP]
Fly -4 [+1 DEX, -5 ACP]
Heal +8 [1 Rank, +3 Class, +4 WIS]
Intimidate +4 [1 Rank, +3 Class, +0 CHA]
Knowledge (Engineering) +5 [4 BG Ranks, +3 Class, -2 INT]
Perception +4 [+4 WIS]
Profession (Merchant) +9 [2 BG Ranks, +3 Class, +4 WIS]
Ride -4 [+1 DEX, -5 ACP]
Sense Motive +8 [1 Rank, +3 Class, +4 WIS]
Stealth -4 [+1 DEX, -5 ACP]
Survival +8 [1 Rank, +3 Class, +4 WIS]
Swim -1 [+4 STR, -5 ACP]

Languages Common, Dwarven

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Abilities

Slow and Steady Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. [Racial - Dwarf]

Darkvision Dwarves can see in the dark up to 60 feet. [Racial - Dwarf]

Defensive Training Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype. [Racial - Dwarf]

Greed Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones. [Racial - Dwarf]

Hatred Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. [Racial - Dwarf]

Hardy Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. [Racial - Dwarf]

Stability Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. [Racial - Dwarf]

Rock Stepper Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning. [Racial - Dwarf]

Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. [Racial - Dwarf]

Favored Class [Warpriest] Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. The choice of favored class cannot be changed once the character is created, and the choice of gaining a hit point or a skill rank each time a character gains a level (including his first level) cannot be changed once made for a particular level. 1st Level - 1 Hit Point; 2nd Level - 1 Hit Point; 3rd Level - 1 Hit Point; 4th Level - 1 Hit Point; 5th Level - 1 Hit Point

Proficiencies A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). [Class]

Spells A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, restricts him from casting spells of opposing alignment (Evil). A warpriest must choose and prepare his spells in advance. A warpriest's highest level of spells is 6th. Cleric spells of 7th level or higher 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's level. The saving throw DC against a warpriest's spell is equal to 10 + the spell's 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 the table above. 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 spends 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. [Class]

Aura (Ex) [Good] A warpriest has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment [Class]

Blessings (Su) [Good 5x/day] A warpriest's deity influences his alignment, the 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 blessing. If a warpriest isn't devoted to a particular deity, he selects two blessings to represent his spiritual inclinations and abilities, subject to GM discretion. The restriction on alignment blessings still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon 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 of these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier. [Class]
Protection Blessing +1 - Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.
Nobility Blessing - Inspiring Word (minor): At 1st level, you can speak a few words to a creature within 30 feet that fill them with inspiration. You can grant that creature a +2 morale bonus on attack rolls, ability checks, skill checks, or saving throws (your choice). This effect lasts for 1 minute.

Focus Weapon [Dwarven Waraxe] At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, rather than only his deity's favored weapon). [Class]

Orisons Warpriests can prepare a number of orisons, or 0-level spells, each day. These spells are cast as any other spell, but aren't expended when cast and can be used again. [Class]

Sacred Weapon (Su) [Dwarven Waraxe (1d8); +1 enhancement bonus 5 rounds/day] 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 decision must be declared before the attack roll is made. 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 deal only 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 ability 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 don't need to be consecutive. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon to have any of the following special abilities: brilliant energy, defending, disruption, flaming, frost, keen, shock, ghost touch or holy. Adding any of these special abilities consumes an amount of enhancement bonus equal to the special ability's base price modifier (see Table 15–9 on page 469 of the Core Rulebook). Duplicate special abilities don't stack. The weapon must have at least a +1 enhancement bonus before any 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 benefits 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. [Class]

Spontaneous Casting A good warpriest 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. [Class]

Fervor (Su) [2d6 6x/day] 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 fervor, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage + an additional 1d6 points for every 3 warpriest levels he possesses beyond 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 use of fervor counts as positive energy. As a swift action, a warpriest can expend one use of fervor 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 don't require somatic components and do not provoke attacks of opportunity. [Class]

Bonus Feats [Power Attack] 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 categorized 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 racial 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. [Class]

Channel Energy (Su) [2d6, uses 2 Fervor, DC 16] At 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used for healing or to deal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of the warpriest's fervor and doesn't provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability. A good warpriest (or one who worships a good deity) channels positive energy and can choose either to heal living creatures or to deal damage to undead creatures. An evil warpriest (or one who worships an evil deity) channels negative energy and can choose to either deal damage to living creatures or heal undead creatures. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells. Channeling energy affects all creatures of the chosen type (either undead or living) in a 30-foot-radius burst centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. A creature that takes damage from channeled energy can attempt a Will saving throw to halve the damage. The save DC is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier. A creature healed by channeled energy cannot exceed its maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect. [Class]

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Feats

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). [1st Level Feat]

Weapon Focus [Dwarven Waraxe] You gain a +1 bonus on all attack rolls you make using the selected weapon. [Warpriest Bonus Feat]

Shield Focus Increase the AC bonus granted by any shield you are using by 1. [3rd Level Feat]

Power Attack [-1/+2] You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. [Warpriest Bonus Feat]

Cleave As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. [5th Level Feat]

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Traits

Fate's Favored Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. [Faith]

Reactionary You have developed the keen senses of a warrior, adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks. [Combat]

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Spells

0 Level Spells [Magic Check 3d6 +4 (Spell Level + WIS)]:
Create Water - Create up to 12 gallons of water (Standard Action; 35' range [Close]; Instant; V,S)
Detect Magic - Detect spells and magic items - requires concentration to maintain (Standard Action; 60' range [Cone]; 6 minutes [C]; V,S)
Read Magic - Read magic script such as scrolls (Standard Action; Personal; 60 minutes; V,S,F)
Stabilize - Stabilize dying creature (Standard Action; 35' Range [Close]; Instant; V,S)

1st Level Spells - 5x/day [Magic Check 3d6 +5 (Spell Level + WIS)]:
Divine Favor - Gain a +3* luck bonus to attack and damage rolls (Standard Action; Personal; 1 minute; V,S,DF)
Divine Favor - Gain a +3* luck bonus to attack and damage rolls; Standard Action (Standard Action; Personal; 1 minute; V,S,DF)
Divine Favor - Gain a +3* luck bonus to attack and damage rolls; Standard Action; Personal (Standard Action; Personal; 1 minute; V,S,DF)
Protection from Evil - Gain a +2 deflection bonus to AC & +2 resistance bonus to saves & immunities vs evil creatures (Standard Action; Touch; 5 minutes; V,S,DF)

2nd Level Spells - 3x/day [Magic Check 3d6 +6 (Spell Level + WIS)]:
Bear's Endurance - Gain a +4 enhancement bonus to Constitution (Standard Action; Touch; 5 minutes; V,S,DF)
Resist Energy [10] - Ignore up to 10 hit points of damage when struck by energy of the caster's choosing, either acid, cold, electricity, fire or sonic (Standard Action; Touch; 50 minutes; V,S,DF)
Silence - All sound in 20' radius around an object or stationary point in space is stopped (1 Round casting; 600' range [Long]; 5 Rounds; Will save negates; V,S)

Concentration +9
(+4 WIS +5 Warpriest Level)

*Includes additional +1 for Trait

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Gear

Traveler’s Outfit (Simple clothes worn under armor) [0.0 lb.]

Holy Symbol of Trudd (Gold - 250gp value) [1.0 lb.]

Spell Component Pouch [2.0 lb.]

Backpack [2.0 lb.]
~Bedroll [5.0 lb.]
~Traveler's Outfit [5.0 lb.]
~Large Sack (holding coins/treasure) [1.5 lb.]
~5 Days of Trail Rations [5.0 lb.]
~Waterskin [4.0 lb.]
~Small Cask (1 gallon) of Dwarven Ale [8.0 lb.]
~Wooden Mug [1.0 lb.]
~5 Torches [5.0 lb.]
~Healer's Kit (grants a +2 circumstance bonus to Heal checks - 10 uses remaining) [1.0 lb.]
~Crowbar (grants a +2 circumstance bonus to STR checks to open doors and chests) [5.0 lb.]
~100’ Silk Rope (4 HP, DC 24 STR burst check) [10.0 lb.]
~Grappling Hook (ranged attack vs DC 5 to catch on to stable object) [4.0 lb.]
~5 Flasks of Alchemist’s Fire (Range 10’; ‘Touch’ attack for 1d6 fire damage, +1 damage to others within 5 feet of target, additional 1d6 damage on following round unless flames are extinguished with a DC 15 Reflex save using a full-round action) [5.0 lb.]
~2 Flasks of Holy Water (Range 10’; ‘Touch’ attack for 2d4 damage vs undead and evil outsiders, +1 damage to others within 5 feet of target) [2.0 lb.]

Belt Pouch [0.5 lb.]
~Coins [1.0 lb.]
~Whetstone [1.0 lb.]
~Flint & Steel [0.0 lb.]
~Vial of Antitoxin (grants a +5 alchemical bonus to Fort saves vs poison for 1 hour) [0.0 lb.]
~Magical Potion of Cure Moderate Wounds (heals 2d8 +3 HP) [0.0 lb.]

Wand of Cure Light Wounds (Heals 1d8+1 damage; 50 charges) [0.0 lb.]

Coins in Backpack 85gp
Coins in Belt Pouch 15gp, 16sp, 11cp

Armor/Weapons Weight 78.0 lb.
Equipment/Coins Weight 71.0 lb.

Total Encumbrance 149.0 lb. (Medium Load)
Light Load (100 lb maximum); Medium Load (200 lb maximum); Heavy Load (300 lb maximum); Lift Above Head (300 lb maximum); Lift Off Ground (600 lb maximum); Drag & Push (1500 lb maximum)

Normal Speed 20 ft.
Modified Speed 20 ft. (never modified by armor or encumbrance)

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Background

Radek was born and raised in the Sky Citadel of Janderhoff, the second son of Bardin and Veluna Angdur. His father was a successful merchant, often traveling between Janderhoff and the human lands of Korvosa. He and his older brother Torjal often traveled with their father when they grew old enough, but the elder son disliked the humans and opted for a career in refining and forging iron and the precious dawnsilver (mithral) drawn from the mines beneath the dwarven holt. Radek, however, came to love the human lands - though he was often dismayed at the way they treated each other. One day, not long before he would come of age and choose his own career in Janderhoff, Radek witnessed a robbery in an alley not far from where his father had set up shop in the Midland district of Korvosa. The young dwarf grabbed a hammer and went to aid the man when nobody else would, though he arrived too late - the unfortunate man had been beaten to death for whatever few coppers and silver he'd had in his belt pouch. The episode left a deep sadness in the heart of the young dwarf, and when it came his time to choose his life's path, he became an acolyte in the temple of Trudd. Perhaps the young Radek found a mutual kinship with the youngest son of Torag, whose followers followed the edicts of their god to offer their strength to aid and protect those weaker themselves.

After twenty years of training and learning to harness the magic offered by Trudd to his faithful, Radek would serve Janderhoff by risking his life to protect the tradesmen, travelers and others - whether dwarf, human, elf or halfling - who ran into trouble in the great mountains surrounding the sky citadel. Orcs, goblins and even giants often raided the caravans traveling to and from Korvosa, and after another twenty or so years of these good works, Radek decided to travel the lands and offer his aid to those beyond the borders of his people. Though his brother Torjal scoffed at his younger brother's ideals, still he crafted a fine set of plate armor for his younger sibling, and even called in a favor to have it enchanted with magical protection. His parents understood their son's desires and they wished him well in his journeys, gifting him with a waraxe crafted of starmetal (adamantine) once wielded by his great grandfather - a renowned warrior of the Angdur clan. And so it was that Radek left home, to travel the lands and use his own mighty strength of arms to protect those that needed it most.