Andura Jakos

Sigrid the Nimble's page

34 posts. Alias of CucumberTree.

About Sigrid the Nimble

Human Warpriest(Cult Leader) of Freya: Level 6
CG humanoid
Init +8; Senses: Perception +16
Darkvison 60'
AC 22, touch 17, flat-footed 16 (+5 armor, +6 Dex, +1 Sacred)
hp 49 (6d8+12)
Fort +7, Ref +8, Will +7
Speed 30 ft

mwk rapier +8 (1d6+2/18-20)

+1 Longbow, composite(+2 Str) +13 1d8+3 x3

+1 Longbow, composite(+2 Str) +11/+11 1d8+3 x3

Str 14
Dex 22 (+2 Race, +2 Magic, +1 Level)
Con 14
Int 10
Wis 14
Cha 7

Base Atk +4; CMB +6; CMD 22


Point-Blank Shot (Combat)
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot (Combat)
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Weapon Focus (Combat)(Longbow)
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Accomplished Sneak Attacker
Benefit(s): Your sneak attack damage increases by 1d6. Your number of sneak attack dice cannot exceed half your character level (rounded up).

Bonus Feat(Favored Class Bonus):
Rapid Shot (Combat)
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.


Benefit: You gain a +2 trait bonus on initiative checks.

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


Acrobatics (Dex) 15=6+3+6
Perception (Wis) 16=6+3+2+5
Stealth (Dex) 17=6+3+6+2
Escape Artist (Dex) 15=6+3+6

Languages: Common

Belt of Incredible Dexterity 4,000 gp (+2)
+1 Mithral Shirt 2,100 gp
+1 Longbow, composite(+2 Str) 2600 gp
Ring of Jumping 2,500 gp
This ring continually allows the wearer to leap about, providing a +5 competence bonus on all his Acrobatics checks made to make high or long jumps.

Eyes of the Eagle 2,500 gp
They grant a +5 competence bonus on Perception checks. Both lenses must be worn to gain the benefit. Wearing only one causes a character to become dizzy and stunned for 1 round.

Boots of the Cat 1,000 gp
The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.

Wand of Cure Light Wounds 750 gp
4x Weapon blanch, cold iron 200 gp
4x Weapon blanch, silver 20 gp
21x Animal feed (per day) 1.05 gp
Horse, light 75 gp
Bit and bridle 2 gp
Saddle, riding 10 gp
Saddlebags 4 gp
Manacles, masterwork 50 gp
Crowbar 2 gp
Kit, warpriest’s 16 gp
This kit includes 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.

Cash: 504.95 gp

Special Abilities

Cleric Spells:
0th Level
*Create Water
*Detect Magic
*Read Magic

1st Level

*Endure Elements
*Divine Favor
*Shield of Faith
*Ray of Sickening

2nd Level

*Find Traps
*Bear’s Endurance
*Bull’s Strength
*Weapon of Awe

Class Features
The following are the class features of the warpriest.

Weapon and Armor Proficiency
Cult leaders are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword, as well as the favored weapon of their deity. They are proficient with light armor and light shields. The cult leader does not gain Weapon Focus as a bonus feat as a warpriest normally would.

This replaces the warpriest’s weapon and armor proficiencies.

Spell Casting (Divine)

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.

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).

Blessings (Su)(6 times per day)
Increased Defense (minor): 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.

Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.

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.

Well-Hidden (Ex)
A cult leader gains a +2 bonus on Disguise and Stealth checks.
This ability replaces focus weapon.

Sacred Weapon (Su)(6 rounds)
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. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.

Bonus Languages
A warpriest’s bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.

Fervor (Su) (5 Times per 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.

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.

Sneak Attack (Ex)
At 3rd level, a cult leader gains the sneak attack ability, as the rogue class feature. If he already has sneak attack from another class, the extra damage from the classes that grant sneak attack stack for the purpose of determining the sneak attack’s extra damage dice. This extra damage is 1d6 at 3rd level and increases by 1d6 every 3 levels thereafter.

This ability replaces the bonus feats gained at 3rd, 9th, and 15th levels.

Enthrall (Sp)
At 4th level, a cult leader can cast enthrall. Using this ability consumes two uses of his fervor ability.

This ability replaces channel energy.

Standard Racial Traits

Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Bonus Feat: Humans select one extra feat at 1st level.

Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.