Varisian Barbarian

Solomon Azar's page

544 posts. Alias of Doomed Hero.


Race

Darts 48, Fervor 4/5, Blessings 5/5, Enhance Weapon 4/4, Hero Points 2, Rerolls: 1

Classes/Levels

Active Effects: Defending Bone (15), bull strength, divine favor

Gender

HP 26/45, Fire Resist 10, AC 18, CMD 21, Fort +7, Ref, +7, Will +9

Age

20 years

Special Abilities

Aura of Good, Fervor 2d6

Alignment

Neutral Good

Deity

Sarenrae

Location

Katapesh

Languages

Taldane, Osiriani, Ignian, Orcish

Strength 16
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 17
Charisma 10

About Solomon Azar

Male Half-orc
War priest of Sarenrae 5

background:

Solomon was glad to never know his father. He was a slaver who captured his mother and decided to keep her for himself. She was a young acolyte of Sarenrae who was on a pilgrimage.

Whether through prayers or luck, his mother was rescued less than a year after she was captured. His father was hung for his crimes and his mother was returned to her church in the early stages of her pregnancy. The damage was done though. She was a broken shell of who she had been before. It was almost a mercy when she died in childbirth. Her fellow priestesses could have saved her, but she refused the healing. She wanted to die so her sisters let her.

She left her mongrel son a golden holy symbol and a note which he was given once he learned to read.

Do not mourn me. I go on to a better place. The world is not an evil place. It is only people who make it so. Be a better man than your father was.

Solomon was raised by his mother's friend Haleen. She was kind, though a bit overwhelmed. She didn't exactly run an orphanage, but she had a habit of taking in strays. Solomon was a particularly difficult child. He had a great deal of pent up anger. The combination of being an Orc and an adolescent was bad enough, but after he read his mother's letter the anger seemed to never ebb. He hated his father's kind. he hated slavers. He hated himself. He was lost and like many lost boys he found outlets on the streets.

At first he was picked on. Rocks were thrown. Larger kids beat him up. The guard had it out for him because of his inhuman heritage. His orc blood meant that he grew quickly. Within a year he was larger and stronger than the kids who'd bullied him, and after the abuse he'd received he relished finally being able to fight back. He quickly embraced his savage side. Older street kids in Katapesh had loved to make his life miserable, so he returned the favor. He never killed anyone. He couldn't bring himself to do it. He did cripple the bully that had abused him the worst. The sound of crushed fingers beneath his boot still haunt him. After seeing the the older boy in agony Solomon ran. He went home, stopped eating and would not leave his bed.

He had been quick to learn the truth of his mother's words. He has been less quick to heed her warning.

It was Haleen who saved him, again. All it took was her asking if he was becoming his father. He changed over night. He became the defender of the smaller children. Moreso, he showed mercy any time it came to violence and tried to talk down any tense situations.

When he was old enough, he decided to follow in his mother's footsteps. He joined the Church of the Dawnflower. The combination of his natural physical prowess and his hard-learned patient and thoughtful mindset made him an ideal acolyte.

He took to his studies with zeal, honing the lessons he'd learned not he streets of Katapesh into razor sharp ethics, philosophies and fighting prowess.

By the time he was a young man he'd performed his trials and taken his oaths, and the Dawnflower's Grace flowed though him. He had intended to remain to continue his training, but a letter arrived shortly after he completed his initiation as a Church Militant.

Haleen was missing.

There was no way he was going to lose his mother twice.

It was time to return home.

Appearance and Personality:

Solomon is lanky and strong, broad of shoulder with ropy, corded muscles that bring to mind the movements of a jungle cat.

His skin tone ranges between honey and stained leather, and his ears are pointed, but not as those of an elf. His heritage is difficult to place, but his wide mouth, wide eyes and tall stature speak to something other than human. His father had been of mixed heritage, so it is difficult to say where Solomon's features come from.

He shaves his head and keeps a short, carefully manicured brush of facial hair in the Osiriani style. His eyes are a yellowish-amber color, but are often hidden behind his tinted goggles.

His body is traced with sweeping red and gold tattoos, symbols of his devotion to Sarenrae.

He wears utilitarian legionnaire-style leathers over lose white cotton clothing. An ivory-colored burnoose cloak protects his face from the sands, and a pair of smoked lenses help guard his sensitive eyes.

A bow case and a quiver sit over his right shoulder, though a bow is conspicuously absent. A falchion is sheathed inverted beneath the quiver, it's handle quickly reachable by his left hand reaching behind on his left hip.

Init +4

Movement 30

HP: 45 (5d8 HD, +5 con)
Fire Resist 10

Defenses:

AC 19 (10, +4 chain shirt, +4 dex, +1 buckler)
Flat Footed: 15
Touch: 15

CMD 21 (10, +4 bab, +4 dex, +3 str)

+7 Fort [+4 class, +1 con, +2 luck (sacred tattoo)]

+7 Ref (+1 class, +4 dex, +2 luck (sacred tattoo)]

+9 Will (+4 class, +3 wis, +2 luck (sacred tattoo)]

Offense:

BaB +3
CMB +6

...+1 Attack and Damage within 30 feet (point blank shot)
Obsidian Dart +9, 1d6+3 (+1d6 fire) damage, 20/x2 crit, 20 foot range inc.
...Sacred Weapon, +1d6 fire from fire gem holy symbol

Pilum, +8, 1d8+3, 20/x2 crit, 20 foot range inc.

Masterwork Longspear +8, 1d8+4, 20/x3 crit, 10 reach

Falchion +7, 2d4+4, 18-20/x2 crit
...+1 damage on first hit of combat [whetstone]

Spiked Gauntlet +7, 1d4+3, 20/x2 crit

Feats, Traits and Drawbacks:

--Traits--
Finding Haleen: When you level up you may choose two favored class bonuses rather than just one.
Fate's Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Eyes and Ears of the City: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

--Feats--
Point Blank Shot: (1st) +1 attack and damage with ranged weapons within 30 feet.
Weapon Focus: Dart: (warpriest bonus) +1 attack w/ darts.
Endurance: (racial bonus) Sleep in armor, +4 bonus on extended/environmental checks and saves.
Rapid Shot (3rd)
Empty Quiver Style (bonus, warpriest 3rd)
Stabbing Shot (5th)

Skills:

[2 warpriest, +1 int, +1 favored class, +2 background] x5

30 total ranks

ACP* -2 (leather armor and buckler)

+12 Perception (5 rank, +3 wis, +3 class, +1 trait)
+10 Acrobatics* (5 rank, +3 class, +4 dex, -2 ACP)
+9 Knowledge Religion (5 rank, +1 Int, +3 class)
+6 Knowledge Local [Katepesh] (2 rank, +1 int, +3 class)
+5 Craft: Boyer/Fletcher (1 rank, +1 int, +3 class)
+5 Craft: Weaponsmith (1 rank, +1 int, +3 class)
+5 Craft Traps (1 rank, +1 int, +3 class)
+11 Heal (5 rank, +3 class, +3 wis)
...+2 with Healing Kit
+7 Stealth* (5 rank, +4 dex, -2 ACP)

Class Abilities:

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). Caine's Aura is Lawful and Good.

Blessings (Su) 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.

Good Blessing: Holy Strike (minor): 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.

Healing Blessing 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.

Fast Healing (major): At 10th level, you can touch an ally and grant it fast healing 3 for 1 minute.

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.

Sacred Weapon: 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.

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.

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 warpriest (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 warpriest 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.

Racial:

Favored Class Bonuses
1st) 1/6 of a combat feat (from Human), +1 skill point
2nd) 1/6 of a combat feat, +1 skill point
3rd) 1/6 of a combat feat, +1 skill point
4th) 1/6 of a combat feat, +1 skill point
5th) 1/6 of a combat feat, +1 skill point

Darkvision: Half-orcs can see in the dark up to 60 feet.

Racial weapon familiarity: Proficient in Falchion, Grataxe. Orc weapons are Martial weapons.

Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Spells:

(Listed as memorized. X indicates cast)

DC 10 + 1/2 Level + Wisdom
Spontaneous Cast: Cure spells

Orisons (4 per day, at will)
Guidance
Create Water
Mending
Detect Magic

1st level (4 per day, +1 bonus) (one slot open)
Divine Favor (cast)
Divine Favor
Protection from Evil
Magic Weapon

2nd level (2 per day, +1 bonus)
Silence
Visualization of the Mind (cast)
Defending Bone (cast)

Consumables
Wand of Bull Strength (8)

Potion of Cure Light x3
Potion of Cure Moderate Wounds x2
Potion of Lesser Restoration
Antiplague
Antitoxin

Equipment:

WBL: 10,500
Current gear value:

Falchion (75 gp)
Spiked Gauntlet (5 gp)
Pillum x2 (10 gp)

Armor: Studded Leather (25 gp)
Shield: Buckler (5 gp)
Head:
Eyes:
Neck: Broach of fire resistance (Fire resist 10)
Cloak:
Waist:
Body:
Vest:
Wrist:
Hands:
Ring:
Ring:
Feet: sandals

-Worn-
Hot weather outfit (8gp)
Gold Holy symbol with Fire Gem, worn as reliquary. 5100 pg
Wooden holy symbol, around neck

-Carried-
In pouches/on belt:

Spell component pouch
Signal horn (1 gp)
Whetstone (5 cp)
Canteen (1 gp)

-Backpack-
Pitons x6
Mallet
Small block and tackle
Pry bar
Bedroll (1sp)
Hammock (1 sp)
Small tent (10 gp)
Hemp rope (1 gp)
4 Waterskins (4 gp)
2 wineskins (2 gp)
Rations (10 days) (5 gp)
obsidian block (5 gp)
stone-knapping tools
fletching tools (5 gp)
Bear trap x2 (4 gp)

Cash

1595 gp
2 sp
5 cp