About Reyna SilverHP: 92/92 |AC:30 T:12 FF:29,| CMD: 23 | Fort: +10, Refl: +6, Will: +12 | Init: +2, Speed 20ft Spells per day:First:6/6,Second5/5, Third 4/4, Fourth 2/2 | Aasimar Warpriest of Iomedae 10 | 1st attack +1 Keen Longsword +13 (1d10+3) | Blessings8/8 | Fervor9/9 | Sacred Armor 10/10 | Sacred Weapon10/10 | Reyna “The Silver” Reyna “The Silver”
Traits
Indomitable Faith:
You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves Faith Healer:
You have an unearthly appearance and soothing aura about you that make people believe you are gifted with divine powers. You learned at a young age to make use of your gift in order to make money, and you’ve found ways to ethically justify your work. You can make a Heal check weekly to earn money as though making a Profession check. In addition, you gain a +1 trait bonus on Heal checks. Seeker:
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. Armor Expert:
You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0. Skills Armor Check Penalty(-4*) Total Ranks: 37. Climb(2) +6, Diplomacy(10) +19, Handle Animal(1) +4, Heal(7) +22, Kn Engineering(1) +5, Kn: Religion(3) +7, Kn: Planes(1) +4, Perception(6) +14, Sense Motive(2) +9, Spellcraft(1) +5, Survival +8, Swim +8 Languages: Common, Varisian Combat Gear:+3 Fullplate, +2 Heavy Steel Spiked Shield w/ Alchemical Silver, +1 Keen Longsword, MWK Darkwood Composite +3 Longbow, Clerics Kit, Holy text of Iomedae, Holy Symbol, Spell component pouch, Trail rations (10days), Journal, charcoal, Alchemist Fire 2/2, Signal horn, Jar of Honey, Soothe Syrup, Armor Ointment 2/2, arrows 20/20, Grappling Arrows 3/3, 50ft Hempen Rope, AntiToxin, AntiPlague,Smelling Salts, Bladeguard, Weapon Cord:Longsword, Wand of Cure Light Wounds 37charges, Necklace of Fireballs Type 1, Oil of magic weapon 2/2, Rod of Extend 3/3, Headband of Wisdom +2, Ring of Swimming, Belt of Physical Might, Potion of Fly, Jingasa of the Fortunate Soldier, Healer;s Gloves. ----------------------------------------
Blessings:
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. Good Blessing:
Good Weapon 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.
Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions assummon monster IV with a duration of 1 minute, but for only a good outsider or an animal with the celestial creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IXat 20th level). War Blessing:
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. Sacred Weapon:
A warpriest’s special weapon damage increases with level, currently it’s 1d10. Additionally as a swift action the Warpriest can increase her Weapon enhancement bonus by +2. She can imbue a number of effects The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption,flaming, frost, keen, and shock. A good warpriest adds ghost touch and holy. This can be active for a number of rounds a day equal to the warpriests level. 10 rounds a day. 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. Channel Energy:
Starting 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 to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability 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 to heal living creatures or to deal damage to undead creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect. Sacred Armor (Su)::
At 7th level, the warpriest gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability a number of minutes per day equal to his warpriest level. This duration must be used in 1-minute increments, but they don’t need to be consecutive.
These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater),fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost (see Table 15–4 on page 463 of the Core Rulebook). For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other special abilities can be added. The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest’s possession. This ability can be ended as a free action at the start of the warpriest’s turn. This ability cannot be applied to a shield. When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his fervor. Spells most commonly prepared at each level. 0th level Spells
1st Level Spells
2nd Level Spells
3rd Level Spells
4th Level Spells
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