Dwarven Rager

Rumble Craterkin's page

633 posts. Organized Play character for Gummy Bear.


Race

HP: 43/43 | AC: 20 T: 10 FF: 20 CMD: 16 +4 vs Giants, Bullrush/Trip | F+8 R+2 W+8 +3 vs poison, spells, SLA's | Init +0 | Perception +3

Classes/Levels

Tracked Resources:
FERVOR: 5/5; Spells: 1st 4/4 2nd 2/2; Blessing: 5/5; Sacred Weapon (+1) 4/4

Gender

LG Male Dwarf Warpriest of Torag 4.0

About Rumble Craterkin

Statistics:
Male Dwarf Warpriest of Torag 4
LG Medium
Init +0; Senses Perception +3; Darkvision
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DEFENSE
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AC 20, touch 10, flat-footed 20 (+10 armor)
+4 dodge bonus against Giants
hp 43
Fort +8, Ref +2, Will +8 (+3 vs poison, spells, SLA's)
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OFFENSE
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Speed 20 ft.

Melee +1 Warhammer (PA,FF) +9 (1d8+10) x3
Hatred +1 hit vs Orcs and Goblinoids

Range Light Crossbow +3 (1d8) 19-20x2

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STATISTICS
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Str 18, Dex 10, Con 17, Int 10, Wis 16, Cha 10
Base Atk +3; CMB +7; CMD 16 (+4 vs Bull Rush and Trip)
Feats Toughness, Weapon Focus (Warhammer), Torag's Patient Strikes (no Protection Minor Blessing), Power Attack, Furious Focus
Skills
Blacksmith +10 (4 ranks, 3 wis, 3 class)
Sense Motive +10 (4 ranks, 3 wis, 3 class)

Greed +2 on Appraise vs price of nonmagical goods with precious metals or gems
ACP -4

Languages Common, Dwarven

Spells:

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SPELLS PREPARED
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0: Create Water, Detect Magic, Mending, Guidance

1st: Divine Favor, Divine Favor, Protection from Evil, OPEN

2nd: Grace, Resist Energy

Gear/Possessions:

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GEAR/POSSESSIONS
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74gp
+1 Warhammer (head is made of a single, large slab of granite. Dwarven Rune for 'Faith' carved into head. "Sledge")
+1 Stoneplate (Dwarven Rune for 'Duty' carved into chest)
Belt of Giant's Strength +2
Mwk Cold Iron Warhammer
Heavy Steel Shield
Light Crossbow
Grappling Bolts (2)
Bolts (20)
100ft rope
Grappling Hook
Cloak of Resistance +1
Mwk Tool (Hammer for Smithing checks related to shaping/fixing armor)

Warpriest's Kit (a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol)

Special Abilities:

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SPECIAL ABILITIES
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Traits - Glory of Old, Fates' Favored

FCB (Warpriest) - 4 HP

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. 

Darkvision: Dwarves can see in the dark up to 60 feet. 

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype. 

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones. 

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. 

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. 

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. 

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.

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. 

Weapon and Armor 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). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat.

Spells: A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section on page 62. A warpriest must choose and prepare his spells in advance.

A warpriest’s highest level of spells is 6th. Cleric spells of 7th level and above 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 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 Table 1–14. In addition, he receives bonus spells per day if he had a high Wisdom score (see Table 1–3 on page 17 of the Core Rulebook).

Warpriests meditate or pray for their spells. Each warpriest must choose a time when he must spend 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.

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 on page 266 of the Core Rulebook for details).

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 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.

Crafter's Wrath (minor): At 1st level, you can touch one melee weapon and grant it greater power to harm and destroy crafted objects. For 1 minute, whenever this weapon deals damage to constructs or objects, it bypasses hardness and damage reduction.

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).

Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table 1–14. These spells are cast as any other spell, but aren’t expended when cast and can be used again.

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 Table 1–14; 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.

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).

Chaotic, Evil, Good, and Lawful Spells: A warpriest cannot cast spells of an alignment opposed to his own or his deity’s (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

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.

An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.

A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells.

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 (Su): 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.

Proposed Build/Notes:

Dwarven Warpriest of Torag

STR: 16 DEX: 10 CON: 16 INT: 10 WIS: 16 CHA: 8
FCB - HP
Triats - Warrior of Old, Fates Favored

Skills
Blacksmith
Sense Motive

Blessings
Artifice and Protection

Feats
1 Toughness
B Weapon Focus (Warhammer)
B Torag's Patient Strikes (Initial, lose protection minor blessing)
3 Power Attack
B Furious Focus <-@ lvl 11, retrain for Improved Vital Strike
5 Steel Soul
6 Martial Focus
7 Difficult Swings
9 Cut from the Air
B Vital Strike
10 Torag's Patient Strikes (Advanced, lose artifice major blessing)
11 Greater Weapon Focus (Warhammer)

Items 119
Warhammer
Light Crossbow
Grappling Bolts (2)
Bolts (20)
Scale Mail
Warpriest's Kit
100ft rope
Grappling Hook