Woman

Scoria the Stalwart's page

527 posts. Alias of Azrael Dukshi.


Full Name

Scoria Stonehand

Race

Oread

Classes/Levels

Sacred Fist Warpriest of Irori 4 (AC: 17) [T: 17 F: 14] HP: 37/37 Fort: +6 Ref: +3 Will +7 Perc: +10 Init: +2)

Gender

Female

Size

Medium

Age

76

Special Abilities

EXP: 6000 Next Level: 10000

Alignment

Lawful Neutral

Deity

Irori

Location

Sandpoint

Languages

Common, Terran

Occupation

Stonemason

Strength 17
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 16
Charisma 8

About Scoria the Stalwart

Scoria
LN Medium Female Oread Sacred Fist Warpriest of Irori 4
Init +2; Senses Perception Darkvision 60ft +10
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DEFENSE
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AC 17, touch 17, flat-footed 14
(+0 armor, +1 dodge, +2 Dex, +3 Wis, +1 bonus)
HP 37/37 (4d8+12)
Fort +7, Ref +3, Will +5
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OFFENSE
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Speed 30 ft.
Melee +6 Unarmed (1d8+3) or +6/+6 Flurry of Blows (1d8+3/1d8+3)
Ranged +5 Shuriken (1d2+3) or +5/+5 Shuriken Flurry of Blows (1d2+3/1d2+3)
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STATISTICS
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Str 17, Dex 14, Con 14, Int 10, Wis 16, Cha 8

Base Atk +3; CMB +7 CMD 23

Feats Improved Unarmed Strike, Toughness (1st), Dodge (3rd).

Traits Adopted: Open Palm of Irori (+1 trait bonus to Acrobatics and Knowledge (religion), with a ki pool: 1/day as a swift action, add +2 trait damage to one unarmed strike.)

Giant Slayer (+1 trait bonus to Bluff, Perception, Sense Motive and +1 trait bonus to attack and damage rolls on creatures of the giant subtype)

Centered (Religion): You gain a +1 trait bonus on saving throws against charm and compulsion effects, and the DC of any attempts to use the Intimidate skill on you increases by 1.

Skills (12 Ranks) Heal +10, Perception +10, Sense Motive +10

Background Skills (8 ranks) Craft (Stonemasonry) +4, Knowledge (History) +5, Knowledge (Religion) +6

Languages Common, Terran

SQ Acid Resistance 5, Crystalline Form (+2 AC to ray attacks, Deflect ray as Arrow 1/day), Mountain-Born (+2 racial to Acrobatics on narrow ledges, against saves on altitude fatigue and sickness)

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SPELLCASTING
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Orisons: Create water, Mending, Purify Food and Drink, Stabilize
1st level (DC 14): Blessed Fist, Mighty Fist of the Earth, Shield of Faith, Stone Shield
2nd level (DC 15): Bull's Strength, Lesser restoration

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SPECIAL ABILITIES
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Spoiler:
Aura (Ex) (Lawful): 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) (5/day): 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.

Spontaneous Casting (Cure): 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.

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 dodge 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. This counts as the monk ability of the same name, and the sacred fist’s warpriest levels stack with monk levels for determining the benefits.

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, except the sacred fist's attack bonus from warpriest levels does not count as his warpriest level. 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.

Fervor (Su) (5/day): 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.

Blessed Fortitude (Su): At 3rd level, a sacred fist can avoid even magical and unusual attacks with help from his deity. If he succeeds at a Fortitude saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. A helpless sacred fist does not gain the benefit of the blessed fortitude ability. This ability replaces the bonus feat gained at 3rd level.

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.

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. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.

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.

Blessings (5/day): Healing, Knowledge

Powerful Healer (minor): At 1st level, you can add power to a cure spell as you cast it. As a swift action, you can treat any cure spell as if it were empowered (as the Empower Spell feat), causing it to heal 50% more damage (or deal 50% more damage if used against undead). This ability doesn’t stack with itself or the Empower Spell feat.

Lore Keeper (minor): At 1st level, you can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if your result on the appropriate Knowledge skill check were equal to 15 + your warpriest level + your Wisdom modifier.

Gear
Stonemasonry Tools (5gp)
Monk's Outfit (Free)
2 Belt Pouches (1gp)
30 Shuriken
2 Kama (4gp)
Decorative Fleshgems (20gp worth)
4 Potion of CLW (200gp)
4 Potions of Mage Armor (200gp)
2 Flasks of Alchemist's Fire
50' Silk Rope
1 Smoke Pellet
Light Crossbow (7 bolts)
Handy Haversack (2000gp)
MW Silvered Temple Sword (420gp)
Cloak of Resistance +1 (1000gp)

Cash 2180gp

Background
Scoria was born over seven decades ago, to a small family of sheep herders in Korsova's outer holdings. Naturally, for such a simple peasant couple, the birth of such an unusual daughter brought them no end of mutterings, seeking counsel from the local priest to understand what she was. Learning of her heritage from ancestors past (It was of much debate as to whose side of the family dabbled with earth elementals) they found themselves in quite a dilemma - Scoria did not age as swiftly as humans, even less so than half-elves. Her growth would be slow, and they worried that they would not be able to take care for her.

First they sought out elves, thinking that they might take her in, but they were respectfully refused and told to look towards dwarves. The only dwarf within a day's distance of their home was a brewer and tavern owner, with no time to commit to the raising of a child, even one stone blessed. They asked their gnomish neighbor, but they were already burdened with half a dozen young ones who wouldn't grow up for decades yet.

It was around this time that a Varisian caravan came to visit the village, carrying with them an odd passenger, a Vudrani monk on a pilgrimage of the lands of the Inner Sea. The monk noticed the couple in distress and asked what their troubles were. He was not particularly pleased that they were looking to be rid of their child, but understood that their cause for concern was true. He offered to take the child with him, on the understanding that the couple would forfeit their right to her and she would be raised as his own. Thus, Scoria was taken up by the monk Mahasi.

For years the monk traveled, by caravan and ship, his wanderlust only tempered by the need to care for the child. Scoria grew slowly, but learned just as quickly as any human. Mahasi taught her to read and to write, and taught her the way of unarmed combat, with the understanding that violence was only preferable after all other options had been exhausted.

Eventually, the decades would catch up with the monk Mahasi, Scoria in her forties when he finally decided that he needed to settle. Seeing that she was a native of Varisia, and particularly enjoying his time in that region, he brought her there, in the Magnimar region, where he would spend his remaining days with his adopted daughter in seclusion. To prepare her for life without him, he asked Scoria to choose a trade or craft to learn, and he would pay for an apprenticeship for her. The oread had always appreciated the architecture and stone buildings and ruins that they observed in their travels, and asked to learn to be a stonemason.

Her lessons in stonemasonry were carried out by a grizzled old dwarf who felt honored that a stone blessed child would seek to learn his craft, showing her how to chip the stone, mortar it and build it, add patterns and shapes and make not just buildings but art. A decade of apprenticeship made her very knowledgeable of the craft, and Scoria left the dwarf's tutelage with his blessings and an offer to pass her information about any forthcoming jobs.

Mahasi by this time had grown very, very old, and though he still possessed a body trained to withstand years of time, he knew that his life would be at an end soon. Scoria wanted to honor her foster father and master, and so she spent a whole year crafting a stone tomb for him, where he could lay to rest without worry that his remains would be disturbed. When he passed on, Scoria set him in the finished product, sealing it and burying it under dirt, only a simple marker set to show where he was.

Her life since then has been more or less peaceful, working on her craft and making a modest living, practicing the techniques her master taught her over decades. Her most recent job set her in Sandpoint, where she worked with others on completing the brand new Cathedral. Her work finished, she decided to stay in the town for a while, at the very least until the upcoming festival...

Appearance
Unusually tall for an Oread at 5'9", she is quite heavy despite her feminine frame at 250lbs. Though one might seem to think she had the looks of a twenty something human woman, she is actually 76 years old - young for her race. Her skin is like white marble, streaked with grey and studded on the arms, her back and stomach with rose quartz colored fleshgems. Hair black as coal, tied in a long braid that goes down her back. Muscled, toned body, and eyes like sapphire gemstones. Her attire is simple, a chest wrap for modesty and loose pants, preferring to walk barefoot on the soil.

MACROS:

[dice=Shuriken 1]1d20+3[ /dice]
[dice=S1 Damage]1d2+4[ /dice]
[dice=Shuriken 2]1d20+3[ /dice]
[dice=S2 Damage]1d2+4[ /dice]

[dice=Flurry 1]1d20+3[ /dice]
[dice=F1 Damage]1d6+3[ /dice]
[dice=Flurry 2]1d20+3[ /dice]
[dice=F2 Damage]1d6+3[ /dice]