Xanderghul

Selim Cordray's page

35 posts. Alias of TheWanderer123.


Full Name

Selim Cordray

Race

| HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +3, CMD: 15 | F: +5, R: +2, W: +5 | Init: +2 | Perc: +3, SM: +9

Classes/Levels

| Speed 30ft | Blessings: 3/3 | Spells: Orisons 4 1st 2/2 | Active conditions: None

Gender

Male LG Aasimar Warpriest of Arete 1

About Selim Cordray

Lawful Good
Deity: Arete
Init +2; Senses Darkvision 60 ft; Perception +3

Defense:

AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor)
hp 11
Fort +5, Ref +2, Will +5
Defensive Abilities
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Increased Defense (minor blessing): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.

Offense:

Speed 30 ft
Melee Two Weapon Fighting Longsword +2 (1d8+3 19-20x2), Kukri +1 (1d4+1 18-20x2)
One Weapon Wielded Longsword +4 (1d8+4 19-20x2)
Ranged Chakram +2 (1d8+3 x2) 30 ft.
Offensive Abilities
Holy Strike (minor blessing): 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.
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.

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 (see Table 15–9 on page 469 of the Core Rulebook). 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.


Prepared Spells:

Orisons 4 / day
Detect Magic
Guidance
Stabilize
Resistance

1st Level 2 / day
Divine Favor
Shield of Faith

Statistics:

Str 16, Dex 14, Con 16, Int 13, Wis 17, Cha 13
Base Atk +0; CMB +3; CMD 15
Feats Weapon Focus - Longsword (from Focus Weapon), Two Weapon Fighting
Adventuring Skills
Diplomacy(c) +5 (1 rank)
Intimidate(c) +7 (1 rank)
Knowledge Religion(c) +5 (1 rank)
Sense Motive(c) +9 (1 rank)
Background Skills
Knowledge Engineering(c) +5 (1 rank)
Profession Scribe(c) +5 (1 rank)
Languages Common, Celestial, Elven
Combat Gear Chain Shirt, Heavy Wooden Shield, Longsword, Kukri, Warhammer, Chakram x5
Other Gear backpack, a bedroll, a belt pouch, a cheap holy text of Arete, a flint and steel, an iron pot, a mess kit, 50’ hemp rope, soap, a spell component pouch, torches x10, trail rations x5 days, a waterskin, and a wooden holy symbol of Arete, pitons x10, white chalk.
Cash 10 gp

Special Abilities:

Native Outsider: Aasimars are outsiders with the native subtype.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled:Archon-blooded aasimars have a +2 racial bonus on Intimidate and Sense Motive checks.
Spell-Like Ability: Archon-blooded aasimars gain continual flame as a spell-like ability.
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.

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).

Fate’s Favored (Faith Trait): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Broken Not Beaten (Combat Trait): You automatically stabilize when reduced below 0 hit points. Once per day when brought below 0 hit points, you can accept 1 point of damage to regain consciousness for 1 round, though you remain staggered and only able to take a single move or standard action.

Background:

Selim was born in Bard’s Gate as the third son of a lesser noble family. His parents instructed him in the ways and means of living among the nobility, but always made it clear that his family would not have much for him. This turned out to be of little consequence as his father ended up losing what little fortune the Cordrays had anyway.

To this day, Selim’s father has no idea what exactly happened. A sure business deal with an old acquaintance imploded over night...creditors appeared much sooner than he could react...and the family went from a life of comfort to a life of trial. That life of trial proved hardest on Selim’s two older brothers. They were not prepared for change. They did not ask for this. Conflict escalated within the family and especially between the two brothers. The duel that followed left both young men in a pool of blood in the streets of Bard’s Gate. Crushing despair wracked the remaining family.

Organizing the funeral fell to Selim and is what first brought him to Arete. The kindly old cleric at their neighborhood temple guided the young man through his grief and helped him to direct his energies in ways that would help him. In the end, Selim stayed with the temple for a full year, working odd jobs and learning the strength of his new god. This continued until one day, the cleric - a halfling with snow white hair named Oxnar - came to him and urged him to go out into the world. He claimed the world needed Selim to fight the wicked much more than the temple needed Selim to sweep its steps.

And so, Selim left. He left Oxnar and his parents. He left his old neighborhood and any friends he had, journeying out into the world to make it a better place. He knows he is naive. He knows that the world will be much more than he expects. But he thinks he is ready for it.

Appearance:

Selim is slightly taller than average at a little over 6 feet and well built. He has dark hair that he keeps slicked back and slightly olive complexion. His skin is smooth and free of scars and the wrinkles of age, although he is missing the thumbnail on his right hand. The only ornamentation he regularly wears are three unique earrings that he wears in his right ear. He is never seen without them in.

One final note: Selim has no idea of his archon heritage. While many people can pick up on it quickly especially in talking with him, he’s never considered the possibility that he is anything other than a run of the mill human.