Sir Torlgrith

RedJak's page

3 posts. Organized Play character for Gavmania.


Full Name

Jak Carter

Race

Human

Classes/Levels

Warpriest 1 HP 13/13 AC18 (Touch12, FF16) F/R/W 4/2/4 Init+2

Gender

Male

Size

5'4"

Age

19

Special Abilities

Aura, blessings (minor), focus weapon, orisons, sacred weapon

Alignment

Chaotic Good

Deity

Desna

Location

Trunau

Languages

Common

Occupation

Freelance Mercenary/adventurer

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 14
Charisma 10

About RedJak

Background:
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.
Fate's Favored: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity's favored weapon).
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.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Orphaned by Giants You grew up in a tranquil, happy home near the mountains, but that peace was shattered when giants came down from the mountains to raid your settlement. The giants killed your parents and left you a young orphan, and since that day, you’ve sworn to avenge the deaths of your kin. You gain a +1 trait bonus on attack rolls against creatures with the giant subtype, and a +2 trait bonus on rolls to confirm critical hits against creatures with the giant subtype.
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. The damage for Medium warpriests is listed on the table above; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) 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 only deal 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 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.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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.

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).