About Storn of GorumStorn!
Defense:
AC 21 touch 10 flat-footed 21 HP 75 Saves Fort +9 Refl +2 Will +10 Offense:
Speed 20 (heavy armour, medium encumbrance) Melee +2 Gorum's Thorn +17/+12 (2d6+11) (17x2) agrimmosh +14/+9 (1d10+8) (20x3) armor spikes +11/+6 (1d6+5) heartspit +13/+8 (2d6+10) cold iron mace +10/+5 (1d8+5) Ranged crossbow (light) +7/+2 1d8 (19x2) Spells Prepared CL 10, Concentration +13 0 Light, guidance, detect magic, stabilize 1st Obscuring Mist, Divine Favor x2, Shield of Faith, Liberating Command 2nd Ironskin, Grace, Spiritual Weapon, Burst of Radiance, Protection from evil: Communal 3rd Channel Vigour, Stunning Barrier, Dispel Magic, Resist Energy: Communal 4th Blessing of Fervor Statistics:
Str 22 Dex 10 Con 14 Int 8 Wis 16 Cha 12 Base Attack +7/+1; CMB 12; CMD 22 (+2 vs awesome blow, +2 vs bull rush) Feats 1 - Toughness 1 - Weapon Focus Greatsword 3 - Power Attack 5 - Improved Bull Rush 6 - Furious Focus 7 - Quicken Blessing; Destructive Attacks 9 - Greater weapon focus and weapon specialization : greatsword Traits Giantslayer scion, reactionary Skills
Languages: Kellid, Common, Giant Carrying Capacity 116 (medium) Gear: backpack, a bedroll, a belt pouch, candles (10), a copy of the Gorumskagat, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, wooden holy symbol, light crossbow, 10 bolts, cold weather outfit, pavilion tent. Magical Gear: Uskroth's half plate (spiked) (+2), pearl of power 1st, gorum's thorn (+2), potion of enlarge person, amulet of natural armor +2, giant's nail scale armor, ring of protection +2, Blanches Cold iron, adamantine Scrolls remove paralysis, remove fear, comprehend languages Wands cure light wounds - 21 charges left Aggrimosh
Impact
Money: 262 gp
Special Abilities:
Orisons, focus weapon (greatsword), blessings (minor), sacred weapon (1d8) +1, sacred armor +2, channel energy, blessings (major) Sacred Weapon 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. 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 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. 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. Fervor 3d6 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. War Blessing 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. Destruction Blessing +4 At 1st level, you can touch an ally and bless it with the power of destruction. For 1 minute, the ally gains a morale bonus on weapon damage rolls equal to half your level (minimum 1). Heart of Carnage (major): At 10th level, you can touch an ally and bless it with even greater destructive power. For 1 minute, the ally gains a +4 insight bonus on attack rolls made to confirm critical hits and has a 50% chance to treat any critical hit or sneak attack against it as a normal hit. Sacred Armour +1 At 7th level, the warpriest gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability a number of minutes per day equal to his warpriest level. This duration must be used in 1-minute increments, but they don’t need to be consecutive. These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other special abilities can be added. The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only 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. When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his fervor. Description:
Storn is a massive, barrel-chested human with rough, leathery skin and an enormous, bushy beard adorned with beads, trinkets, and other simple jewelery of wood and bone. His hair and eyes are both extremely dark with a perpetual scowl set upon his features. He dresses in battered, but well-maintained armour over set by dark, scraggly furs. An oversized wooden holy symbol to Gorum hangs around his neck. Background:
Storn was born into a large Kellid settlement in the Realm of the Mammoth Lords, up against the Worldwound. He came into the world during a great battle against the the demonic incursion, a sign of a great blessing by Gorum. The tribe wrested him from his mother Shuckta, a huntress and handed to be trained by the tribe's cleric, Rarech. Rarech of Gorum showed Storn the ways of iron, how to revere and honour his blood-soaked God, and how to thrive amongst his people. Although never too clever, it was said of Storn he could see through rock given time. This patience and wisdom allowed him great respect amongst his people, and in his mid-teens he was granting blessings to war parties and setting out battle plans. In his twentieth year, Rarech came to Storn and told him bluntly that the demons were massing for another attack on their people. His soothsaying had revealed grave news. The demons were coming again, and the tribe would not survive. Rarech was blunt: Storn would not serve Gorum's will dying young. A great argument broke out, which turned to blows. There, Storn was shamed by his master who overcame him with strength and divine magic, knocking him unconscious. Storn came to thousands of miles away in the brutal rocky territory of the Hold of Belkzen, alive, and with good equipment. For weeks he wandered, avoiding larger bands of orcs and slaughtering the individuals he came across. Eventually, he came to the town of Trunau where he was taken in. Storn quickly grew to love the town, distinguishing himself as a fearless, if crazed combatant and skilled healer. Years have now passed and Storn calls Trunau home, and swears by the Standing Vow. He is well-known in town as obnoxious, belligerent, and violent but has made as many allies as enemies. Storn makes his way preaching the word of Gorum (punch lest ye be punched), fighting where people will have him, and plying his trade as a healer. He is extremely unpopular with the followers of Iomedae and has been thrown out of Sanctuary on numerous occasions. He has also spent more than his fair share of nights in jail, but has been seen as more of an asset than a detriment to the town. |