Modoru Redgrave

Seventh's page

201 posts. Alias of Walter das Sombras.


Classes/Levels

dead.

Strength 20
Dexterity 13
Constitution 13
Intelligence 10
Wisdom 18
Charisma 10

About Seventh

Remaining:
  • Blessing of the Fervor 11/11
  • Sacred Weapon 11/11
  • Sacred Armor 109/110
  • Dominance Aura 09/10
  • Shield of Dawn 10/11
  • Protection from Energy 120hp (fire)
  • Resist Energy 30hp/round (lightning)
  • Divine Favor 08/10
  • Fly 47/50
  • Owl's Wisdom 106/110
  • Defending Bone DR 5/bludgeoning - 50/50
  • Stoneskin DR 10/Adamantium - 110/110
  • Sickened 02/02
  • Seventh
    Male Human Warpriest 11 - CN Medium humanoid (human)
    Init +7; Senses Perception +18,

    ----------DEFENSE----------
    AC 32, touch 17, flat-footed 30 (+1 Dex, +11 armor, +3 shield, +2 deflection, +1 natural, +1 Dodge, +2 Luck, +1 Insight)
    hp 91 (11d8+11+11+11)
    Fort +10, Ref +6, Will +13

    ----------OFFENSE----------
    Speed 20 ft.
    Melee +3 Scimitar +20/+15/+10 (1d10+8/18-20)
    Ranged +1 Longbow (comp/STR+5/darkwood) +14/+9/+4 (1d10+6/x3) (+Precise)
    Special Attacks
    Face 5 ft. Reach 5 ft.
    Base Atk +8 (+11); CMB +13; CMD 29
    Attack Options: Power Attack; Vital Strike;
    Prepared Spells - Warpriest (CL 11th):

  • 4th - Shield of Dawn; Blessing of the Fervor; Protection from energy;
  • 3rd - Daylight, Dispel Magic [2], Invisibility Purge, Resist Energy (Communal);
  • 2nd - Bear's Endurance [2], Defending Bone, Silence, Owl's Wisdom;
  • 1st - Divine favor , Liberating Command [2], Obscuring mist, Protection from Evil, Swallow your Fear!!
  • 0th - Detect magic, Purify food and Drink, Light, Stabilize, Read Magic

    ----------STATISTICS----------
    Str 20, Dex 13, Con 13, Int 10, Wis 18, Cha 10
    Base Atk +8; CMB +13; CMD 29
    Feats: Light/Medium/Heavy Armor Proficiency, Simple/Martial Weapon Proficiency, Weapon Focus [Longbow] (Human), Additional Traits (1st), Precise Shot (3rd), Dodge (5th), Improved Initiative (7th), Toughness(9th),
    Warpriest feats: Weapon Focus [Scimitar](free), Power Attack (3rd), Point-Blank Shot (6th), Vital Strike (9th), Destructive Dispel (11th)
    Skills:
    Points: (2 class + 1 human)x10 = 30
    -3 Acrobatics DEX (1+0+0-4)
    +0 Appraise INT (0+0+0)
    +0 Bluff CHA (0+0+0)
    +5 Climb STR (5+1+3-4) CS
    +4 Diplomacy CHA (0+1+3) CS
    +0 Disguise CHA (0+0+0)
    -3 Disable Device DEX (1+0+0-4)
    -3 Escape Artist DEX (1+0+0-4)
    +8 Heal WIS (4+1+3) CS
    +4 Intimidate CHA (0+1+3) CS
    +1 Knowledge(Arcana) INT (0+1+0)
    +4 Knowledge(Engineering) INT (0+1+3) CS
    +1 Knowledge(Local) INT (0+1+0)
    +1 Knowledge(Nature) INT (0+1+0)
    +1 Knowledge(Planes) INT (0+1+0)
    +6 Knowledge(Religion) INT (0+3+3) CS
    +1 Linguistics INT (0+1+0)
    +19 Perception WIS (4+11+3+1) CS
    +1 Ride DEX (1+1+3-4) CS
    +8 Sense Motive WIS (4+1+3) CS
    +7 Spellcraft INT (0+4+3) CS
    -3 Stealth DEX (1+0+0-4)
    +9 Survival WIS (4+2+3) CS
    +4 Swim STR (5+1+3-4) CS
    X Use Magic Devide CHA (0+0+0) CS
    Traits: Armor Expert; Seeker; Fate's Favored; Reactionary.
    Languages: Common, Celestial,
    SQ: Aura of Chaos, Bonus Feats, Orisons, Skilled, Spontaneous Casting, Sacred Weapon, Sacred Armor, Fervor, Channel Energy, Focus Weapon, Blessings.
    Possessions: amulet of natural armor +1 (2000); headband of unshakable resolve (5600); jingasa of the fortune soldier (5000); ring of protection +1 (2000); scimitar +3 (18315); belt of giant strength +2 (4000); cloak of resistance +2 (4000); Spiked Full Plate +2 (5700); outfit (explorer's); Quickdraw shield +2 (light/Dragonhide) (4418); Dusty Rose Prism ioun stone (5000); potion of fly (2PP); wand of cure light wounds (2PP)(47 uses); Backpack, Masterwork (50)[Healer's Kit (50); Climber's Kit(80)]; Scroll Case [Scroll (Comprehend Languages)(25); Scroll (Cure Light Wounds)(25); Scroll (Darkvision)(150); Scroll (Enlarge Person)[3](25); Scroll (Invisibility Sphere)(375); Scroll (See Invisibility)(150); Scroll (Silence)(150)]; Longbow +1 (Composite/Strength Rating+5) (2930); Pearl of Power (1st) (1000); Locked Gauntlet (8), Scroll (Daylight)(375); 531 gp left.
    + 2 Fly Potions; 2 Invisibility Purge Scrolls, 2 Dispel Magic Scrolls,

    ----------SPECIAL ABILITIES----------
    Traits:

  • 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. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
  • Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
  • Fate's Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
  • Reactionary: +2 to Initiative

    Aura of Chaos (Ex): You project a strong chaotic aura.
    Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

    ----------CLASS ABILITIES----------
    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.
    Spontaneous Casting: Convert any into healing spells. No big deal.
    Focus Weapon: At 1st level, a warpriest receives Weapon
    Focus as a bonus feat (choosing any weapon, not just his
    deity’s favored weapon). If his deity’s favored weapon is
    unarmed strike, he can instead select Improved Unarmed
    Strike as a bonus feat.
    Blessings: 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 a blessing, it counts against his daily limit. The DC for any of these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
    Charm Blessings:

  • Charming Presence (minor): At 1st level, as a standard action you can touch an ally to grant an entrancing blessing. For 1 minute, the ally becomes mesmerizing to her opponents, either out of admiration or fear. This functions as sanctuary, except if the ally attacks, it only breaks this effect with respect to that opponent. This is a mind-affecting effect.
  • Dominance Aura (major): At 10th level, as a standard action you may surround yourself with a tangible aura of charisma for 1 minute. While this is active, once per round as a swift action you may issue a command (as the command spell) to one creature within 30 feet, who must
    succeed at a Will saving throw or submit for 1 round.
    Luck Blessings:
  • Unlucky Presence (minor): At 1st level, as a swift action you can cause an adjacent opponent to become unlucky. If you succeed at a melee touch attack, that opponent takes a –2 penalty on AC against your attacks and saving throws against your spells.
  • Unlucky Enemy (major): At 10th level, as an immediate action you can force an adjacent opponent to reroll an attack, saving throw, or check it just attempted before the result of the roll is revealed; it must take the lower of the two rolls.
    Sacred Weapon:
    Sacred Weapon (Su): 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 is wielding a sacred weapon, he treats his
    warpriest level as his base attack bonus for attacks made
    with that weapon, stacking with any base attack bonus
    from other classes or racial Hit Dice.
    In addition, the warpriest sacred weapon damage is
    based on his level and not the weapon type. The damage
    for Medium warpriests is listed on Table 1–13; see the
    table below for Small and Large warpriests. If the weapon
    normally deals more damage than this, its damage is
    unchanged. This increase in damage does not affect any
    other aspect of the weapon. 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.
    At 4th level, the warpriest gains the ability to imbue his
    sacred weapon with divine power as a swift action. This
    power grants the weapon a +1 enhancement bonus. For
    every four levels beyond 4th, this bonus increases by +1 to
    a maximum of +5 at 20th level.
    These bonuses stack with any existing bonuses the
    weapon might have, to a maximum of +5. The warpriest
    can imbue a weapon with any of the following weapon
    properties: brilliant energy, defending, disruption, f laming,
    frost, keen, and shock. In addition, if the warpriest is
    chaotic, he can add anarchicand vicious. If he is evil, he
    can add mighty cleavingand unholy. If he is good, he can
    add holyand merciful. If he is lawful, he can add axiomatic
    and ghost touch. Adding any of these properties consumes
    an amount of bonus equal to the properties base cost (see
    Table 15– 9 of the Core Rulebook). Duplicate abilities do not
    stack. The weapon must have at least a +1 enhancement
    bonus before any other properties can be added, whether
    normally from itself or granted by this ability.
    The warpriest can use this ability one round per day
    per warpriest level, but these rounds do not need to be
    consecutive. The enhancement bonus and properties are
    determined the f irst time the ability is used each day,
    and cannot be changed until the ability is used again the
    next day. These bonuses only apply while the warpriest is
    holding the weapon, and end immediately if the weapon
    is sheathed or leaves the warpriest’s possession. This
    ability can be ended as a free action at the start of the
    warpriest’s turn (and that round does not count against
    the total duration, unless the ability is resumed). If the
    warpriest uses this ability on a double weapon, the effects
    only apply to one end the weapon.

    Fervor (4d6):
    Starting at 2nd level, the 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 half his warpriest level plus his
    Charisma modifier.
    With one use of this ability, a good warpriest (or one
    who worships a good deity) can touch a creature to heal
    1d6 points of damage plus an additional 1d6 points of
    damage per 3 warpriest levels above 2nd (to a maximum
    of 7d6 at 20th level). Using this ability is a standard
    action, unless the warpriest targets herself, 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.
    An evil warpriest (or one who worships an evil deity)
    can use this ability to deal damage to living creatures
    with a melee touch attack and heal undead creatures with
    a touch. Neutral warpriests who worship a neutral deity
    (or one who is not devoted to a particular deity) uses this
    ability as a good warpriest if he selected to spontaneously
    cast cure spells or as an evil warpriest if he selected to
    spontaneously cast inf lict spells.
    As a swift action, a warpriest can expend one use
    of this ability to cast any one warpriest spell he has
    prepared. When cast in this way, the spell can only target
    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 cause or heal damage, depending
    on the type of energy channeled and the creatures
    targeted. Using this ability is a standard action that does
    not 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 selected
    to spontaneously cast cure spells or negative energy if he
    selected to spontaneously cast inf lict 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 of the fervor ability.
    Creatures that take damage from channeled energy must
    succeed at a Will saving throw to halve the damage (DC
    = 10 + 1/2 the warpriest’s level + the warpriest’s Charisma
    modif ier). 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. Using this ability consumes two
    uses of his fervor ability.

    Sacred Armor:
    At 7th level, the warpriest gains the
    ability to imbue his armor with divine power as a swift
    action. This power grants the armor a +1 enhancement
    bonus. For every three levels beyond 7th, this bonus
    increases by +1, to a maximum of +5 at 19th level.
    These bonuses stack with any existing bonuses the
    armor might have, to a maximum of +5. The warpriest
    can imbue armor any of the following armor properties:
    energy resistance(normal, improved, and greater),
    fortif ication (heavy, light, or moderate), glamered, and spell
    resistance (13, 15, 17, and 19). Adding any of these properties
    consumes an amount of bonus equal to the properties
    base cost (see Table 15–4 of the Core Rulebook). For this
    purpose, glamered counts as a +1, energy resistancecounts
    as +2, improved energy resistance counts as +4, and greater
    energy resistancecounts as +5. Duplicate abilities do not
    stack. The armor must have at least a +1 enhancement bonus before any other properties can be added, whether
    normally from itself or granted by this ability.
    The warpriest can use this ability one minute per day
    per warpriest level, but these minutes do not need to be
    consecutive. The enhancement bonus and properties are
    determined the f irst time the ability is used each day
    and cannot be changed until the ability is used again the
    next day. These bonuses only apply 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.