Warpriest (Sacred Fist)1 gesalted w/ Soulknife (Deadly Fist, Warsoul) 1
NG Medium Humanoid Male Aasimar (Archon, Deathless Spirit, Scion of Humanity)
Init +2; Senses Perception +8
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DEFENSE
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AC 16, touch 16, flat-footed 14 (+4 wis,+0 armor, +2 dex, +0 shield,+0 NA,+0 Magic)
hp 13 {+1d10,+3Con}
Fort +5, {+2 Base,+3 Con}
Ref +4, {+2 Base,+2 Dex}
Will +7,{+2 Base,+4 Wis}
CMD 15
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OFFENSE
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Speed 30 ft.
CMB +0;
Base Atk +1
Melee+1 {+1Base, -1 Str + 1 Weapon Focus}
Ranged+2 {+1Base,+ 0 Dex + 1 Weapon Focus)
--Melee +1 (2d6-1/19-20/x2) when in combat is in Path War Pugilist Stance, adds 1d6 to unarmed strikes
--Flurry -1/-1 (2d6-1/19-20/x2)
--Ranged+2(1d6)
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STATISTICS
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Str 8, Dex 14, Con 16, Int 12, Wis 18, Cha 10
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Traits
Fate’s Favored| Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Wisdom in the Flesh (Stealth)
Your hours of meditation on inner perfection and the nature of strength and speed allow you to focus your thoughts to achieve things your body might not normally be able to do on its own.
Benefits: Select any Strength-, Constitution-, or Dexterity-based skill. You may make checks with that skill using your Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill for you.
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Drawbacks none
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Race Traits
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Aasimar Archon-Blooded: +2 Con & Wis, +2 racial bonus to Intimidate &Sense Motive, spell like ability Continual Flame 1/day
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 humanwithout using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Deathless Spirit Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
*ACP applies to these skills
Non-Standard Skill Bonuses
Languages Common, Celestial
Special Abilities:
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SPECIAL/CLASS ABILITIES
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Warpriest (Sacred Fist) lvl 1 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).
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 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 Wisdommodifier.
If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform
Bonus Languages
A warpriest's bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.
AC Bonus (Su)
A deity protects her sacred fist as long as he is unarmored and unencumbered. A sacred fist adds his Wisdom modifier (minimum 0) to his AC and his CMD. In addition, a sacred fist gains a +1 deflection bonus to AC and CMD at 4th level. This bonus increases by 1 for every 4 levels thereafter (to a maximum of +5 at 20th level).
These bonuses to AC apply even against touch attacks or when the sacred fist is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows (Ex)
At 1st level, a sacred fist can make a flurry of blows attack as a full-attack action. This ability works like the monk ability of the same name.
This ability replaces sacred weapon.
Unarmed Strike
At 1st level, a sacred fist gains Improved Unarmed Strike as a bonus feat. He uses his warpriest levels as monk levels for determining the amount of damage dealt with an unarmed strike.
This ability replaces focus weapon.
Wild Talent
The soulknife gains Wild Talent as a bonus feat at 1st level. This provides her with the psionic power necessary to manifest her mind blade. A character who is already psionic instead gains the Psionic Talent feat. Wild Talent Benefit: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat.
Empowered Strikes (Su)
At 1st level, the deadly fist can, as a move action, wreath his body in psionic energy distilled from his own mind. This energy lasts until the deadly fist chooses to dismiss it as a free action. When empowered strikes is active, the deadly fists's unarmed strikes deal 1d6 points of damage if Medium-sized (or your normal unarmed strike damage, if higher) and are considered to be magic weapons for the purposes of overcoming damage reduction. Adjust unarmed damage if the deadly fist is a size other than Medium.
This effect is similar to a mind blade, except the deadly fist cannot change the form of empowered strikes, although he can change the damage type of his attacks between bludgeoning, piercing, and slashing, just like a normal soulknife. This effect cannot be broken like a mind blade, and it is still considered to be unarmed attacks instead of a weapon.
In all other ways, empowered strikes functions as a mind blade, including using Psychic Strike.
This replaces the Form Mind Blade class feature, but counts as Form Mind Blade for prerequisites or requirements.
Enhanced Strikes
The deadly fist's empowered strikes are improved like a standard soulknife's mind blade, except the enhancement bonus or weapon special abilities apply to the deadly fist's unarmed attacks, rather than to a weapon.
This replaces the Enhanced Mind Blade class feature, but counts as Enhanced Mind Blade for prerequisites or requirements.
Unarmed Assault
At 1st level, the deadly fist gains the Improved Unarmed Strike feat as a bonus feat. In addition, the deadly fist gains the Flurry of Fists blade skill.
This ability replaces the bonus feat gained at 1st level.
Psychokinetic Discharge (Su)
A deadly fist of 1st level learns how to take the energy he has charged into his unarmed strikes and release it as a blast of energy at an opponent. As a ranged attack, the deadly fist can make an unarmed attack at an opponent. The attack deals damage as normal for the deadly fist's unarmed attacks.
The range increment of the attack is 10', but is considered to be a projectile instead of a thrown weapon, so the attack has a maximum range of 10 increments instead of 5. Whether or not the attack hits, the deadly fist's unarmed attacks are no longer empowered and he must take the normal time to empower them.
This ability replaces the Throw Mind Blade class feature.
Soul Knife (War Soul) lvl 1
Maneuvers
A war soul begins his career with knowledge of three martial maneuvers. The disciplines available to him are Broken Blade, Solar Wind, Thrashing Dragon, and Veiled Moon. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by a war soul is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown on Table: War Soul Maneuvers. The war soul must meet a maneuver's prerequisite to learn it.
Upon reaching 4th level, and at every even numbered war soul level after that, he can choose to learn a new maneuver in place of one he already knows. In effect, the war soul loses the old maneuver in exchange for the new one. The war soul need not replace the old maneuver with a maneuver of the same level. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The war soul can swap only a single maneuver at any given level. A war soul's primary initiator attribute is Wisdom, and each war soul level is counted as a full initiator level.
This ability replaces the psychic strike class feature and the blade skill at 10th level.
Good Blessing, Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.
Luck Blessing, Lucky Presence (minor): At 1st level, you can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, the effect ends
DisciplinesBroken Blade, Veiled Moon,
Thrashing Dragon, Silver Crane*
*=accessed via Martial Traditions
Maneuvers Known 3 Readied 3 Stances 1 IL 1
Stances 1rst Pugilist Stance: +1d6 dam with unarmed attacks
S=Strike B=Boost C=Counter
1rst S Enduring Crane Strike READIED
1rst S Flurry Strike READIED
1rst S Swift Claws READIED
Recovery Method
War souls may recover their maneuvers in one of two ways. The war soul may concentrate on his mind blade to recover an expended maneuver from its psychic projection as a standard action and recover one maneuver. Alternately, he may flood his psychic being with martial knowledge by expending his psionic focus to recover a number of expended maneuvers equal to his Wisdom modifier (minimum of two) as a full round action. While recovering maneuvers, the war soul's mental state makes him react violently to those who would attack him. When attacked, he may make an immediate counter-attack against his attacker at his full base attack bonus; he may only make one counter-attack against a given enemy per round, and he may make no more counter- attacks then his 1 + his Wisdom modifier per round.
Favored Class Bonus:
1/6 Combat Feat per level
Gear/Possessions:
Will be completed if chosen
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GEAR/POSSESSIONS
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Carrying Capacity Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.
Money 0 GP 0 SP 0 CP
To be completed if chosen
Background with the Professor:
Many years ago a group of Paladins from Lastwall rescued me from a powerful necromancer on the outskirts of the city of Adorak who was experimenting with research to find ways of making his undead minions immune to the Channeling of Paladins and Clerics. Rescuing me was not the objective of the mission. The Paladins had no knowledge of my existence. After they hand lost many of their number in their battle with the Necromancer and his undead minions they succeeded in slaying him. Deep within a hidden chamber which was found through pure Luck or Serendipity when one of the normally agile Paladins tripped and fell with his face level with the floor where he could see the light from the chamber behind the false wall where they found a babe locked in a cage surrounded by toothless animated skulls.
It was a mystery to them what the Necromancer wanted with this child and the requested that the Professor come and investigate. Over the years the Professor has visited me many times. I don’t know if he ever figured out what the necromancer wanted with me. I consider the Professor a friend a think he would have told me unless it was too terrible for me to handle.
He did however help me discover my nature as an Aasimar. Unlike many Aasimar my appearance is indistinguishable from other humans and not knowing my parents I had no way of knowing where my abilities came from. I regarded the Professor as a friend and an important part of my life. I will miss him greatly.
And if it turns out the Professor did not die of natural causes...someone will pay dearly
More Background:
As an Aasimar orphan growing up in in Lastwall I have a great respect for the Paladins of Iomedae and Ragathiel. But I realized that fighting in their manner with heavy blade and armor would never be physically possible for me. I despaired that I would never find a way to answer the calling I had in my heart to combat evil. One day while taking a break from my chores at the temple of Iomedae I happened to come across a man dressed as a beggar who asked me to run down to the fountain in the circle and fetch him water. I complied as was my nature. I had passed Master Tariel’s first test.
Master Tariel was newly arrived in Lastwall on his way to a small monastery outside the city limits. It was there that I learned to harness my body mind and soul to one purpose. The fighting style is that of a holy Sacred Fist combined the discipline to sheath my body with my Will (Mind Blade) making my attacks more effective with the teachings of the Silver Crane Disciples.
Disciples of the Silver Crane are men and women for whom the power of the celestial and divine flow into the arts of their blade. The Silver Crane is a goodly discipline and may only be learned and used by those who have a good alignment who are inspired by the teachings of good aligned outsiders. It focuses on strong strikes designed to combat evil, celestial insights, and combat-predictions to defeat foes and enable the initiator and his allies to endure the hardships of battle against the forces of evil.
Being trained as an unarmed warrior, I have been taught to know the value of Stealth and Surprise. While I respect the Paladins of Lastwall that I have grown up and trained with. And as much as our goals may be the same, I am much more flexible in my tactics used to get there. Stealth and striking from the shadows is no less honorable than calling out your enemy to the field of battle.
As long as your enemy is Evil they deserve no honor or respect. If they feel uneasy in the dark worried that I may be waiting to strike them down from the darkness, then so much the better.
I fill many roles with the Defenders of the Lastwall. My darkvision and skills at stealth make me an ideal scout. Once combat is joined I use my unarmed skills and Divine Favor spells as a Sacred Fist and combine that with the Path of War maneuvers that I know as a Soulknife (Deadly Fist, Warsoul). Afterwards I contribute in healing the injured with my remaining spells.
Build notes:
First 2 levels will be Warpriest (Sacred Fist) / Soulknife (Deadly Fist, Warsoul) after that all remaining levels will be
Warpriest (Sacred Fist)/ Stalker
Roles filled: scout, unarmored holy warrior, post combat minor healing
Appearance and Personality:
Thin and unimposing, Close Cropped Black hair and Green eyes. 5’10 150lbs
Always travels light with no visible weaponry.
Pragmatic Holy Warrior unafraid of getting his hands dirty. He does not venerate one god in particular but worships Iomedae, Ragathiel and Al'asadriel( the solar who created the Silver Crane discipline) in equal measure. He seems to have quite a lucky streak, he has been in many tight spots out alone scouting ahead for the Paladins of Lastwall. Always seems to wriggle his way out of trouble despite the odds.
Adventure Hooks:
What did the necromancer in Adorak want with him as a baby? Did the professor find out?
Why were his parents killed? Who were they?
Many times before a day filled with significant danger he will have nightmares of the toothless animated skulls that surrounded his cage in the Necromancers lair.