About RedJakBackground:
Redjak (so-called because of his red hair; real name Jak Carter) was born into a frontier farming family in Varisia. At the age of 8 he was orphaned in a giant raid, escaping by luck from the marauding giants. There were many devastations in that raid and consequently no one had any spare resources for another hungry mouth except a passing Cleric of Desna who spoke up for him. Father Higglum saw in the young boy a sense of destiny and knew that it was not chance that had directed his footsteps to this remote village.
For Redjak, he burned only with a desire to avenge his family; he sought every opportunity to practice weapons, neglecting his studies and his master, until Father Higglum pointed out that there was no conflict, and that Desna has his Warpriests. From that day forward, redjaks course was set. He dedicated himself to 2 things: Desna and preparing for the day he can get payback on the giants. After listening to older and wiser warriors about the best way to defeat Giants, he started conncentrating on the Bardiche as the best way of dealing with a giants superior reach, and added cestus for close-in fighting. He also picked up a bow for those occasions where he cannot close with an enemy. During this period, he was recruited by Liberty's edge; seeing no conflict with his outlook he agreed to support their aims wherever he finds himself. When he was ready, he made his way to the nearest Mountains that contained giants, looking for a chance to get revenge; at this stage it was the Mindspin Mountains and he has wandered about a bit until he reached Trunau. As a follower of Desna, he is interested in exploration, and opposing oppression wherever it can be found. he seeks to encourage others to do whatever is in the common good, though not by legislation but by freely choosing to do what is right. Defense:
Hit Dice: (1d8)+5
Hit Points: 13 (Base 8 +2CON +3Toughness) Initiative: +2 Speed: Walk 20 ft. AC: 18 (touch 12, flatfooted 16) Attack:
Base Atk +0; CMB +4; CMD 16
Bardiche (two handed) +5, 1d10+6, 19-20/x2 Cestus +4, 1d4+4, 19-20/x2 Composite Longbow +2, 1d8, x3, 110' Other:
Vision: normal
Face / Reach: 5 ft. by 5 ft. / 5 ft. Special Qualities: Aura (Chaos/Good), blessings (minor)(Good, luck), Bonus Feat, focus weapon, Orisons, sacred weapon, Skilled, Spontaneous Casting Saves: Fortitude: +4, Reflex: +2, Will: +4 Abilities: STR 18 (+4), DEX 14 (+2), CON 14 (+2), INT 10 (+0), WIS 14 (+2), CHA 10 (+0) Alignment: Chaotic Good Traits: Fate's favoured, Orphaned by Giants Blessings (Minor): Holy Strike, Lucky presence Blessings used: 0/3 Skills:
Acrobatics -2, (Ranks1, Dex+2, Armor-5) Climb -1, (STR+4, Armor-5) Escape Artist -3, (Dex+2, Armor-5) Fly -3, (Dex+2, Armor-5) Heal +2, (WIS+2) Knowledge (Religion) +4, (Rank1, Class+3) Perception +3, (Rank1, WIS+2) Ride -3, (Dex+2, Armor-5) Sense Motive +6, (Rank1 WIS+2, Class+3) Stealth -3, (Dex+2, Armor-5) Survival +2, (WIS+2) Swim -1, (STR+4, Armor-5) Feats:
Combat Reflexes, Toughness, Weapon Focus (Bardiche) Possessions:
Worn/Carried Bardiche Cestus Composite +0 Longbow STR +0 Chainmail Outfit (Explorer's) Arrows (20) Holy Symbol (Wooden) Belt Pouch (contains 4gp, 10sp) Bacpack, common containing: Bedroll Blanket Dagger Hooded Lantern Flint Steel Gear Maintenance Kit Mess kit Oil (vial)x12 Rope (50') Sewing needle Shaving Kit Signal whistle String/Twine Torches x7 Waterskin Whetstone Spells:
Prepared Spell List: Cleric (CL 1): 0th - detect magic , light , stabilize (DC 12) 1st - divine favor (DC 13) x2
Abilities:
Aura of Chaos (Ex) You project a faint chaotic aura.
Aura of Good (Ex) You project a faint good aura. Bonus Feat Humans select one extra feat at 1st level. Blessings (Su) (Good, Luck) 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 Wisdom modifier. 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.
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.
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.
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. 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.
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 chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels positive or negative energy (see Channel Energy, below). |
