Scal

Suussmaar's page

497 posts. Organized Play character for noral.


Race

HP 89/89 | AC 21, T 16, FF 15 | CMD 23| F +14 R +14 W +16 | Init +6 | Perc +14, Sense Motive +9, Diplomacy +17

Classes/Levels

| Reroll 1/1 | Sacred Weapon 9/9 | Fervor: 9/9 | War blessing 9/9 | Resistance 5 vs. Cold, Acid, Electr | Active Conditions: Defending bone

Gender

Male NG Warpriest 9 of Ragathiel | Aasimar Outsider (Native) & Humanoid (human) | Speed 30ft |

Languages

Resource: 23 CLW charges

About Suussmaar

~ ~ ~

–– Warpriest 9 (Molthuni Arsenal Chaplain) of Ragathiel, General of Vengeance––

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-- STATS --
Str: 12, Dex: 22*, Con: 16**, Int: 12, Wis: 20***, Cha: 7

* Lvl 4 & 8 Increase, Belt of Physical Might (Dex & Con) +2
** Belt of Physical Might (Dexterity & Con) +2
*** Headband of Inspired Wisdom +4

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–– SAVES ––
Fortitude: +14 (Con +3, Warpriest +6, Cloak of Resistance +3, Lucky Horseshoe +2 luck bonus with ‘Fate’s Favored’ trait)
Reflex: +14 (Dex +6, Warpriest +3, Cloak of Resistance +3, Lucky Horseshoe +2 luck bonus with ‘Fate’s Favored’ trait))
Will: +16 (Wis +5, Warpriest +6, Cloak of Resistance +3, Lucky Horseshoe +2 luck bonus with ‘Fate’s Favored’ trait)

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–– COMBAT ––
Ranged to hit: +12 (BAB +6, Dex +6)
Melee to hit: +7 (BAB +6, Str +1)
Longbow to hit: +1 Longbow +16 [BAB +6, Dex +6, +1 Enhancement Bonus, +1 Weapon Focus, +2 Weapon Training]
Longbow damage: 1d8+6, 20/x3 [Str +1, +1 Enhancement bonus, +2 Weapon Training, +2 Weapon Specialization]

[To be reflected: Point Blank Shot +1/+1, Deadly Aim: -2/+4, plus rapid shot and manyshot]

CMB: +7 (BAB +6, Str +1)
CMD: 23 (BAB +6, Str +1, Dex +6)

Speed: 30 ft.

Initiative: +6 (Dex +6)

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–– AC ––
AC 21 , T 16 , FF 15 (Dex +6, +1 Mithral Shirt +5)
Armor Check Penalty: 0

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–– SKILLS ––
Acrobatics +10 (Rank 2, Dex +6, Garuda Aasimar +2)
Diplomacy +17 (Rank 9, Class +3, Wis +5 'Empathic negotiator' trait)
Fly +8 (Rank 0, Dex +6, Garuda Aasimar +2)
Heal +9 (Rank 1, Class +3, Wis +5)
Knowledge: Religion +5 (Rank 1, Class +3, Int +1)
Perception +14 (Rank 9, Wis +5)
Profession [Soldier] +11 (Rank 1, Class +3, Wis +5, Tool +2)
Sense Motive +9 (Rank 1, Class +3, Wis +5)
Spellcraft +5 (Rank 1, Class +3, Int +1)
Swim +5 (Rank 1, Class +3, Str +1)
Survival +9 (Rank 1, Class +3, Wis +5)

UMD -2* (Rank 0, Cha -2) *once per adventure +15:
Dark Archive Faction Card Season 10 (magical tinkerer, 5 goals): You have a knack for analyzing and activating magic items. Use Magic Device is a class skill for you. Once per adventure, you can use a bonus equal to 5 + twice the number of goals you have completed to a Use Magic
Device check. If your own skill bonus is higher, you instead gain a +2 bonus on that check.

Dark Archive Faction Card Season 8 (archivist, 8 goals): You often have just the right tome on hand. Once per adventure, you may apply a bonus on any Knowledge or Linguistics check equal to half of the number of Dark Archive goals you have completed, rounded down. You also learn an additional language.

27 skill points => 9 levels with 3 Skill Points per level (2 Warpriest + 1 Int)

Languages:
• Racial: Common
• Int: Kelish
• Dark Archive Faction Card Season 8 (archivist): Celestial

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–– WARPRIEST SPELLS MEMORIZED ––
• 0 level (5): Detect magic, Guidance, Read Magic, Stabilize, Enhanced Diplomacy
• 1st level = 7 (5 + 2 Wis): 4 x Divine Favor, Bless, Liberating Command, Fallback Strategy
• 2nd level = 5 (4 + 1 Wis): Instrument of Agony, 2 x Defending Bone, Resist Energy, Silence
• 3rd level = 4 (3 + 1 Wis): Shield of Wings, 2 x Dispel Magic, Free Spirit

–– WARPRIEST LIMITED ABILITIES––

• FERVOR: 9 = 4 (1/2 Warpriest Level) + 5 (Wis +5)
• BLESSINGS: 9 = 4 (1/2 Warpriest Level) + 5 (Wis +5)
• SACRED WEAPON: 9 = Warpriest Level

–– WARPRIEST FAVORED CLASS BONUS (HUMAN) ––

• 6 x Gain 1/6 of a new bonus combat feat.
• 3 x +1 HP

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–– XP / PRESTIGE POINTS / FAME ––:

TOTAL OVERVIEW:
* Currently: 24 XP / 9 PP / 42 Fame
* Spent: 33 PP

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–– RETRAINING ––:

• On 2nd Level: Retrained 3 Hit Points each costing 3 days / 3 PP / 60 gp (=3 days * 2nd Lvl * 10gp) -> Total cost for retraining 3 Hit Points: 9 PP and 180 gp.
• On 3rd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 90 gp (=3 days * 3rd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 180 gp.
• On 4th Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 120 gp (=3 days * 4th Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 240 gp.
• On 5th Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 150 gp (=3 days * 5th Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 300 gp.
• On 6th Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 180 gp (=3 days * 6th Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 360 gp.

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–– HIT POINTS ––:

Lvl 1 - 10 Hit Points: 8 Warpriest + 3 Con
Lvl 2 - 10 Hit Points: 5 Warpriest + 3 Con + 3 Retraining
Lvl 3 – 9 Hit Points: 5 Warpriest + 3 Con + 2 Retraining
Lvl 4 – 9 Hit Points: 5 Warpriest + 3 Con + 2 Retraining
Lvl 5 – 9 Hit Points: 5 Warpriest + 3 Con + 2 Retraining
Lvl 6 – 9 Hit Points: 5 Warpriest + 3 Con + 2 Retraining
Lvl 7 – 8 Hit Points: 5 Warpriest + 3 Con + 1 Favored Class Bonus
Lvl 8 – 8 Hit Points: 5 Warpriest + 3 Con + 1 Favored Class Bonus
Lvl 9 – 8 Hit Points: 5 Warpriest + 3 Con + 1 Favored Class Bonus

TOTAL - 89 Hit Points

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–– GOLD –– :

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–– TEMPORARY GEAR (Dark Archive Faction* & In Game) ––

* DARK ARCHIVE MASTER LIBRARIAN (7+ goals): Before the start of an adventure, you can requisition up to three alchemical or magic items (except wands or scrolls with multiple spells) whose total gold piece value does not exceed 100 × your character level. You and your allies can use these items freely, but Zarta expects you to return any unused items at the end of the adventure.

Scroll of Freedom of movement
2 x Scroll of CLW
1 x Scroll of Lesser Restoration

–– GEAR ––

+1 Composite Longbow (Str 12)
Headband of Inspired Wisdom +4
Belt of Physical Might (Dexterity & Con) +2
Boots of Speed
Lucky Horseshoe
+1 Mithral Shirt
Cloak of Resistance +3
3 x Pearl of Power 1st
Arrows (60 cold iron arrows [6 gp], 10 adamantine blanched cold iron arrows [101], 20 silver blanched cold iron arrows [11 gp], 20 blunt arrows [2 gp], Smoke arrow [10 gp], 10 Thistle (bleed) arrow [10 gp], 20 Whistling arrows [2 gp], 3 ghost salt blanched cold iron arrows)
Wand of Infernal Healing (18 charges)
Minor bag of holding
Masterwork Cold Iron Bastard Sword
Backpack
Compass
Wand of CLW spring loaded wrist (37 charges)
Cold iron spiked gauntlet
Healer’s kit
Air bladder
Snorkel masterwork
Animal glue
Drill
Earplugs
Bell string
Smoked Goggles
Whistle signal
5 x Alchemical Grease
2 x Scroll of ‘Align Weapon’
Scroll of ‘Weapons Against Evil’
Scroll of ‘Comprehend Languages’
2 x Scroll of ‘Protection from Evil’
Scroll of ‘Remove fear’
Scroll of ‘Speak local language’
Scroll of ‘Endure Elements’
Scroll of ‘Air bubble’
Scroll of ‘Entropic Shield’
Scroll of ‘Hide from Undead’
Scroll of ‘Obscuring Mist’
3 x Oil of grease
3 x Potion of 'Touch of Sea'
2 x Oil of ‘Unwelcome Halo’
Vermin repellent
3 x Holy symbol Of Ragathiel
Smelling Salts
Masterwork Tool (Profession Soldier), 1 lb.
Potion of Touch of Sea in Potion Sponge
Smoked Goggles
Air Crystal
Antiplague
Antitoxin
5 x Acid
Water and 2 rations
Universal solvent

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–– TRAITS ––
• EMPATHIC DIPLOMAT (Region: Qadira or Osirion): You have long followed the path of common sense and empathic insight when using diplomacy. You modify your Diplomacy checks using your Wisdom modifier, not your Charisma modifier.
• FATE’s FAVORED (Faith): The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

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–– FEATS ––
• Lvl 1 (Warpriest 1 Free Feat): WEAPON FOCUS (Longbow)
• Lvl 1: POINT BLANK SHOT
• Lvl 3: PRECISE SHOT
• Lvl 3 (Warpriest 3 Bonus Feat): RAPID SHOT: 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.
• Lvl 5: DEADLY AIM: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
• Lvl 6 (Warpriest 6 Bonus Feat): MANYSHOT: Prerequisites: Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6. Benefit: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
• Lvl 6 (Warpriest new Bonus feat with 6 x Warpriest Human Favored Class Bonus): CLUSTERED SHOTS: Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +6. Benefit: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.
• Lvl 7 (Warpriest Molthuni arsenal chaplain 7 Free Feat): QUICKEN BLESSING (WAR): Prerequisite(s): Access to a blessing’s major power, blessings class feature. Benefit: Choose one of your blessings that normally requires a standard action to use. You can expend two of your daily uses of blessings to deliver that blessing (regardless of whether it’s a minor or major effect) as a swift action instead. [A Molthuni arsenal chaplain gains Quicken BlessingACG (War) as a bonus feat even if he does not meet the prerequisites, but cannot grant a War blessing to himself as a swift action with Quicken Blessing until he is at least 10th level.]
• Lvl 7: BARROOM BRAWLER: Prerequisites: Base attack bonus +4. Benefit: Once per day as a move action, you can gain the benefit of a combat feat that you do not possess for 1 minute. You must otherwise meet the feat’s requirements.
• Lvl 9 (Warpriest 9 Bonus Feat): WEAPON SPECIALIZATION (Longbow): Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
• Lvl 9: POINT-BLANK MASTER (Longbow): Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened.
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–– CLASS ABILITIES: Warpriest (Molthuni Arsenal Chaplain) ––
• CLASS SKILLS: Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).

• WEAPON AND ARMOR PROFICIENCY: all simple and martial weapons, as well as the favored weapon of his deity [Bastard Sword / Ragathiel], and with all armor (heavy, light, and medium) and shields (except tower shields).
• SPELLS: A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section on page 62. A warpriest must choose and prepare his spells in advance. Warpriests meditate or pray for their spells. Each warpriest must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest can prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

• 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 on page 266 of the Core Rulebook for details).

• BLESSINGS (Su): A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each A Arsenal Chaplain warpriest can select two one 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 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.
• WAR BLESSING: A Molthuni arsenal chaplain must choose War as his blessing, and can do so even if it is a domain not normally granted by his deity. He does not receive a second blessing. At 7th level, a Molthuni arsenal chaplain gains Quicken BlessingACG (War) as a bonus feat even if he does not meet the prerequisites, but cannot grant a War blessing to himself as a swift action with Quicken Blessing until he is at least 10th level.

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.

• FOCUS WEAPONS (LONGBOW): At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon).

• 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. 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 (see Table 15–9 on page 469 of the Core Rulebook). 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.
• SACRED WEAPON (Su): The base damage of a Molthuni arsenal chaplain’s sacred weapon does not increase above 1d6. This alters sacred weapon.

• 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 (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. 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.

• BONUS FEATs: At 3rd level and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The warpriest must meet the prerequisites for these feats, but he treats his warpriest level as his base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice) for the purpose of qualifying for these feats. Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level.

• WEAPON TRAINING (Ex): At 5th level, a Molthuni arsenal chaplain gains weapon training as per the fighter class feature, but the benefits of this weapon training apply only to his sacred weapons (weapons with which the warpriest has taken Weapon Focus). This ability replaces channel energy. [Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), the bonuses granted increase by +1.]

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— AASIMAR Garuda-Blooded (Plumekith) RACIAL TRAITS --
• Wis: +2, Dex: +2
• TYPE: Humanoid (Human), Outsider (Native)
• SIZE: Medium
• SPEED: 30 feet
• DARK-VISION
• SCION OF HUMANITY: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
• ALTERNATE SKILL MODIFIERS: Plumekith have a +2 racial bonus on Acrobatics and Fly checks.
• ALTERNATE SPELL-LIKE ABILITIY: Plumekith can use ‘see invisibility’ as a spell-like ability once per day (with a caster level equal to the aasimar’s character level).
• CELESTIAL RESISTANCE: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
• Automatic Languages: Common

–– BACKGROUND –– :

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Spoiler:

[u]Suussmaar - Warpriest of Ragathiel, General of Vengeance [/u]
[floatright][IMG2=125]https://cdn.paizo.com/image/avatar/PZO90123-Scal_500.jpeg[/IMG2][/floatright]

A lean and agile man with red hair walks toward the Venture Captain.

”Hello Venture Captain! I heard that you need me." he says.

He looks at Athelstan and nods.

"I am Suussmaar. I am a follower of Ragathiel, one of the empyreal lords of Heaven. Within the Pathfinder Society I take care of dangerous magical items and bring righteous vengeance to those that have comitted evil deeds. "

He has a bastard sword at his hip and a longbow on his back.

He wears a mithral chainshirt that looks like it has not seen much battle.

Resting on top of his chest is an amulet showing the holy symbol of Ragathiel which looks like a bastard sword crossed with a crimson wing.

Character Information:

Male NG Warpriest 9 of Ragathiel | Aasimar Outsider (Native) & Humanoid (human) | Speed 30ft | HP 89/89 | AC 21, T 16, FF 15 | CMD 23| F +14 R +14 W +16 | Init +6 | Perc +14, Sense Motive +9, Diplomacy +17 | Reroll 1/1 | Sacred Weapon 9/9 | Fervor: 9/9 | War blessing 9/9 | Resistance 5 vs. Cold, Acid, Electr | Active Conditions:

[url]https://paizo.com/people/Suussmaar/profile[/url]