Valeros

Steward of Banshee's page

30 posts. Organized Play character for PatheticWretch.


Full Name

Steward of Banshee

Race

Human

Classes/Levels

Warpriest 2 | HP 17/17 | AC 18; Tch 11; FF 17 | F +5; R +1; W +5 | CMB+5; CMD 16 | Speed 20 ft | Init +3 | MW Lance (cold iron): +7 (1d8+4/x3) | Perc +5

Age

19

Strength 18
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 15
Charisma 7

About Steward of Banshee

Steward of Banshee
Male Human Warpriest 2 (Divine Commander)
N Medium Humanoid (Human)
Init +3 (Reactionary); Senses Perception +5 (Alertness)
Languages Common
________________________________________________________________________
DEFENSE
________________________________________________________________________
AC 18, touch 11, flat-footed 17
    (+5 armor, +2 shield, +1 Dex)
hp 17 (2d8, +4 Con)
Fort +5, Ref +1, Will +5
Defensive Abilities
________________________________________________________________________
OFFENSE
________________________________________________________________________
Speed 20 ft. (4 squares)
Melee MW Lance (cold iron) +8 (1d8+4/x3)
Ranged Javelin +3 (1d6+4)
Base Atk +1; CMB +5; CMD 16
Special Attacks Sacred Weapon (1d6)
Deity Gorum
Warpriest Spells Prepared (CL 2, Concentration +4)
      1st — divine favor, divine favor, protection from evil
    0th — create water, detect magic, light, stabilize
Spells per Day: (2+1/0/0/0/0/0/ DC:12+spell level)
Scrolls: none
________________________________________________________________________
STATISTICS
________________________________________________________________________
Abilities STR 18, DEX 12, CON 14, INT 10, WIS 15, CHA 7 
Feats Mounted Combat, Ride-by Attack, Alertness*, Weapon Focus (Lance)
Traits Lightning Rider, Reactionary
Skills Acrobatics -5, Appraise +0, Bluff -2, Climb -2, Diplomacy -2, Disguise -2, Escape Artist -5, Fly -5, Handle Animal +3, Heal +2, Intimidate -2, Perception +5, Ride +6 (+8 stay in saddle), Sense Motive +4, Stealth -5, Survival +2, Swim +2 Armor Check Penalty -6
SQ Aura, Fervor (1d6)
Combat Gear wand of cure light wounds [50/50], potion of cure light wounds, acid flask (x3) Other Gear MW lance (cold iron), longsword, spiked gauntlet (cold iron), dagger (cold iron), javelin (x4), sling, bullets (10), scale armor, heavy shield (wooden), cold-weather outfit, backpack, military saddle, bandolier, bedroll, rope (silk/50 ft.), holy symbol (wooden)(x2), rations (trail) (x2), waterskin (filled), sack, bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), tindertwig (x2), earplugs, 916 gp

MOUNT:

Banshee Heavy Warhorse (Effective Druid level 2)
N Large animal, considered Medium for the purpose of moving through smaller spaces
Bodyguard Archetype
Init +2; Senses low-light vision, scent; Perception +7

DEFENSE
AC 16, touch 11, flat-footed 15 (+4 natural, +2 armor, +1 Dex, -1 size)
hp 30 (3d8+6)
Fort +5, Ref +4, Will +2

OFFENSE
Speed 50 ft., 120 ft. charging
Melee bite +5 (1d4+3) and 2 hooves +0 (1d6+1)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +6; CMD 18 (22 vs. trip)
Feats Light Armor Proficiency, Alertness*, Narrow Frame, Combat Reflexes
Skills Escape Artist +5, Perception +7, Swim +7
SQ link
Tricks Attack, Come, Defend, Detect, Down, Guard, Heel

SPECIAL 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).
Bonus Feat: Humans select one extra feat at 1st level.
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.
Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity's favored weapon).
Mount (Ex): A divine commander gains the service of a loyal and trusty steed to carry her into battle. This mount functions as a druid's animal companion, using the divine commander's level as her effective druid level. The creature must be one that she is capable of riding and must be suitable as a mount. A Medium divine commander can select a camel or a horse. A Small divine commander can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. (The GM might approve other animals as suitable mounts.)
A divine commander does not take an armor check penalty on Ride checks while riding this mount. The mount is always considered combat trained, and begins play with Light Armor Proficiency as a bonus feat. A divine commander's mount does not gain the share spells special ability. Should a divine commander's mount die, she can find another mount to serve her after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the divine commander gains a level.
This ability replaces blessings.
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. 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.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

BACKGROUND:

A young man, perhaps not having reached his twentieth summer, sits astride a magnificent steed. The horse is a perfect combination of legs, feet, quarters and muscle. Its head is as small as would be in keeping with the rest of its body. Its muzzle is fine, of moderate length. Its nostrils are large, so as to be capable, when open, of allowing the air free access to the lungs. Its ears are thin, and not overly-lengthy. Its coat is a deep gray in color. In short, it appears to be the perfect mare, full of spirit and intelligence.

Despite the drizzle, it maintains its footing on the cobblestone. Its rider, somewhat average-looking though perhaps handsome in a square-jawed brutish way, sits astride with considerable skill and pets the horse's flank.

"Easy, Banshee. We'll be done with this task in no time, and there will be no putting you away wet...I promise you that!"

PFS:

Boons and Vanities
Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name-such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item-would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

PFS# 132076-39
XP 3
Prestige/Fame 4/6
Faction The Exchange
-Faction Card [0 goals]
Scenarios Completed
*The Wounded Wisp[1 XP, 2 PP, 430 gp]
-Bought MW lance (cold iron) [-320 gp], wand of cure light wounds [-2 PP], potion of cure light wounds [-50 gp]
*The Confirmation [1 XP, 2 PP, 430 gp]
*First Steps (In Service to Lore), [1 XP, 2 PP, 417 gp]

Level Progression:

Level 1:
Class Taken: Warpriest
Class Feature Gained: Aura, focus weapon, mount, orisons, sacred weapon
Hit points Gained: 1d8, +2 Con
Skill Points (2+1): handle animal (1), perception (1), ride (1)
Feats: mounted combat, ride-by attack, alertness*, weapon focus
Favored Class Bonus: gain 1/6 of a new bonus combat feat

Level 2:
Class Taken: Warpriest
Class Feature Gained: fervor 1d6
Hit points Gained: 1d8, +2 Con
Skill Points (2+1): handle animal (1), ride (1), swim (1)
Favored Class Bonus: gain 1/6 of a new bonus combat feat

Dice:

[dice=MW Lance (cold iron)]1d20+7;1d8+4[/dice]

[dice=Bite]1d20+4;1d4+3[/dice]
[dice=Hoof 1]1d20-1;1d6+1[/dice]
[dice=Hoof 2]1d20-1;1d6+1[/dice]