Temple Priest

Taariik's page

616 posts. Organized Play character for noral.


Race

DR 5/bludg. 15/40 | HP 93/93 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +14 | CMD 22 | F: +19, R: +14, W: +17 (+18 vs. fear/confusion) | Init: +13 | Perc: -2, SM: -2, Dipl: +22

Classes/Levels

| Mind Arsenal 9/9 | Ki Pool 4/7 | Reroll 1/1 | Smite 1/1 | Influence 1/4 | Spirit Dance 17/18 | Eefriti Magic 0/1 | Boots of Speed 5/10 | Horseshoe 1/1 | Active conditions: defending bone

Gender

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 6 | Darkvision 60 ft | Speed 20ft |

Occupation

Resources: 4 clw charges

About Taariik

* *

Paladin (Mind Sword) 2, Ninja 2, Medium (Spirit Dancer) 6

Male Solar Ifrit

• TYPE: Outsider (Native)
• SIZE: Medium
• DARKVISION

— BOT ME IN COMBAT —:

-- DESCRIPTION --:

Taariik is a massive Ifrit. His hair is blazing and burning so that he almost warms his surroundings.
He has a greatsword and a bardiche on his back, a longsword at his side and a heavy shield in his hand.

He wears a fullplate that looks like it has seen battle recently.

Resting on top of his chest, an amulet showing the holy symbol of Irori is visible.
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-- STATS --
Str: 24*, Dex: 7, Con: 16, Int: 7, Wis: 6, Cha: 22**


* Level 4 & 8 stat increase, +4 Belt of Strength
** Headband of Charisma +4

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-- COMBAT --

• MW Silver Bardiche +15 (1d10+9; 19-20/×2) To hit: BAB +7, MW +1, Str +7; Damage 2H +8: +7 +3 - 1 silver
• Adamantine +1 Greatsword +15 (2d6+11; 19-20/×2) To hit: BAB +7, Enhancement +1, Str +7 ; Damage 2H: Str +7 + Half Str +3 + Enhancement +1
• MW Cold Iron Morningstar +15 (d8+7; 19-20/×2) To hit: BAB +7, Str +7, MW +1 ; Damage 1H: +7

• AC 18 Touch 8 FF 18 (+10 Armor, -2 Dex) / Armor Check Penalty - 5: +1 Full Plate -5

• CMD 22 (BAB +7, Dex -2, Str +7)

• CMB +14 (BAB +7, Str +7)

• Initiative +13: Cha +6 (Noble Scion of War) + 3 Circlet of Persuasion (as Cha based) + 4 alternative racial Ifrit trait

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-- SAVES --
Fortitude: +19 (Con +3, Paladin +3, Ninja +0, Medium +2, Divine Grace Cha +6, Cloak of Resistance +3, Lucky Horseshoe +2 luck bonus with ‘Fate’s Favored’ trait)
Reflex: +14 (Dex -2, Paladin +0, Ninja +3, Medium +2, Divine Grace Cha +6, Cloak of Resistance +3, Lucky Horseshoe +2 luck bonus with ‘Fate’s Favored’ trait)
Will: +17 / +18 vs. fear/confusion* (Wis -2, Paladin +3, Ninja +0, Medium +5, Divine Grace Cha +6, Cloak of Resistance +3, Lucky Horseshoe +2 luck bonus with ‘Fate’s Favored’ trait)

* +1 vs. fear & confusion from ‘Carrion Hill’ Chronicle Sheet.

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-- SKILLS --

Bluff +12 (Rank 1, Class +3, Cha +6, Circlet of Persuasion +3)
Diplomacy +22 (Rank 10, Class +3, Cha +6, Circlet of Persuasion +3)
Intimidate +22 (Rank 10, Class +3, Cha +6, Circlet of Persuasion +3)
Kn nobility +4 (Rank 1, Class +3, Int -2, Noble Scion Feat +2)
Use Magic Device +22 (Rank 10, Class +3, Cha +6, Circlet of Persuasion +3)

Lvl 1 & 2: 1 Skill Points = Min 1 (2 Paladin - 2 Int)
Lvl 3 & 4: 6 Skill Points = 8 Ninja - 2 Int
Lvl 5 TO 10: 3 Skill Points = 4 Medium - 2 Int + 1 Favored Class

TOTAL: 32 Skill Points

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-- LANGUAGES --

Racial: Common, Ignan

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-- TEMPORARY GEAR --

-- GEAR --
MW Silver Bardiche
Adamantine +1 Greatsword (weapon cord attached)
Belt of Strength +4
Whip
Headband of Charisma +4
Quick Runner`s shirt
Boots of Speed
Circlet of Persuasion
Lucky Horseshoe
Cloak of Resistance +3
MW Cold Iron Morningstar
Cold iron dagger
CLW wand, 38 charges
Silver dagger
Heavy Wooden Shield
+1 Full Plate
Sling, 20 bullets
2 x Tanglefoot bag
Weapon blanch (ghost salt)
7 x Tea of Transference
2 x holy water
Crowbar
Rope
Scroll of ‘Comprehend Languages’
Scroll of `Invigorate’
Scroll of ‘Protection from Evil’
Scroll of ‘Remove fear’
Scroll of ‘Speak local language’
2 x Oil of ‘Unwelcome Halo’
Scroll of ‘Endure Elements’
Scroll of ‘Detect Alignment’
Scroll of ‘Air bubble’
Scroll of ‘Hide from Undead’
3 x Oil of grease (in bag of holding)
3 x Potion of 'Touch of Sea', 0 lbs. (in bag of holding)
3 x Acid flask, 1 lbs.
2 x Alchemist fire, 1 lbs.
Backpack
Weapon cord, 0 lbs.
Talisman of Life`s breath, lesser
Air bladder, 0 lbs.
Snorkel masterwork, 0 lbs.
Animal glue, 0 lbs.
Earplugs, 0 lbs.
Spiked Gauntlet
Bell string, 0 lbs.
Smoked Goggles, 0 lbs.
Whistle signal, 0 lbs.
Smelling Salts, 0 lbs.
Whip
Rope, 3 lbs. (in bag of holding)
3 x Vermin repellent, 0 lbs.
2 x Holy Symbol of Irori
2 x Potion of 'Touch of Sea', 0 lbs.
2 x Bladeguard, 0 lbs.
2 x Potion of Invigorate, 0 lbs.
2 x Antiplague, 0 lbs
2 x Antipoison, 0 lbs

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–– XP / PRESTIGE POINTS / FAME ––
TOTAL OVERVIEW:
* Currently: 27 XP / 22 PP / 49 Fame
* PP Spent: 27 PP

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–– RETRAINING ––
• On 2nd Level: Retrained 2 Hit Points; each HP costs 3 days / 3 PP / 60 gp (=3 days * 2nd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 120 gp.
• On 3rd Level: Retrained 2 Hit Points; each HP costs 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 HP costs 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 1 Hit Points; each HP costs 3 days / 3 PP / 150 gp (=3 days * 5th Lvl * 10gp) -> Total cost for retraining 1 Hit Points: 3 PP and 150 gp.

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–– GOLD ––
TOTAL GOLD:
* Currently: 5201 gp

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–– HIT POINTS ––
Lvl 1 - 13 Hit Points: 10 Paladin + 3 Con
Lvl 2 - 11 Hit Points: 6 Paladin + 3 Con + 2 Retraining
Lvl 3 - 10 Hit Points: 5 Ninja + 3 Con + 2 Retraining
Lvl 4 - 10 Hit Points: 5 Ninja + 3 Con + 2 Retraining
Lvl 5 - 9 Hit Points: 5 Medium + 3 Con + 1 Retraining
Lvl 6 - 8 Hit Points: 5 Medium + 3 Con
Lvl 7 - 8 Hit Points: 5 Medium + 3 Con
Lvl 8 - 8 Hit Points: 5 Medium + 3 Con
Lvl 9- 8 Hit Points: 5 Medium + 3 Con
Lvl 10 - 8 Hit Points: 5 Medium + 3 Con

TOTAL – 93 Hit Points

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-- ABILITIES --

• Mind Arsenal: 9 = 3 + Cha +6

• Ki Pool: 7 = ½ Ninja Level + Cha +6

• Spirit Dance: 18 = 2 x Medium Level + Cha +6

Medium Hierophant Spirit Intermediate Energy Font: Channel Positive Energy 3d6: 7 = 1 + Cha +6

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–– MEDIUM SPELLS KNOWN ––
• 0 level (5): Detect magic, read magic, message, guidance, stabilize
• 1st level (4): Oneiric Horror, Liberating Command, Long Arm, Expeditious Retreat

–– SPELLS PER DAY ––
• 1st level (Medium): 3 = 1 + 2 (Charisma 22)
• 1st level (Archmage or Hierophant): 6 = 4 (Mesmerist level) + 2 (Charisma 22)
• 2nd level (Archmage or Hierophant): 5 = 3 (Mesmerist level) + 2(Charisma 22)

• Medium Concentration check: +17 = Cha +6 + CL 8 (CL 6 + magical knack +2) + Circlet of persuasion +3

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-- MEDIUM SPIRIT CHOICES --

Champion's Prowess (Lesser, Su): You gain proficiency in all martial weapons and in one exotic weapon of your choice, which you choose each time you channel a champion spirit.
• Exotic Weapon Proficiency: Whip

Trickster's Edge (Lesser, Su): Choose any two skills. These skills count as class skills for you, and you are treated as if you had an additional number of ranks in those skills equal to your medium level (to a maximum of your character level).
• 1st skill: Acrobatics
• 2nd skill: Climb

Archmage Arcana (Lesser, Su): Instead of your normal spells per day for your medium level, you use the spells per day from Table 1–4: Mesmerist. For each level of spell you can now cast (including level 0), each time you channel an archmage spirit, select a single spell of that level from the sorcerer/wizard spell list to add to your medium spell list and spells known until you lose contact with the archmage.
• 0th level spell: Grasp - Retry a Climb check as an immediate action
• 1st level spell: Comprehend Languages: You understand all languages 10m/l
• 2nd level spell: Defending Bone: Animate a bone to float near you and block physical attacks. 1hour /level

Divine Surge (Lesser, Su): This power functions as the archmage arcana spirit power, except that you add spells from the cleric/oracle list instead of the sorcerer/wizard list (these spells count as divine), and you need a divine focus if the spell requires one.
• 0th level spell - Stabilize
• 1st level spell - Recharge Innate Magic - Regain a use of all 0-level and 1st-level spell-like abilities
• 2nd level spell - Resist Energy 10 min / lvl
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-- FEATS --
• Lvl 1: NOBLE SCION: Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.
• Lvl 3: POWER ATTACK
• Lvl 5: SPIRIT FOCUS (Champion) Benefit: Select a legend of spirits (Champion). Your spirit bonus from spirits of that legend increases by 1.
• Lvl 7: CORNUGON SMASH: Benefit: When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
• Lvl 9: KI CHANNEL: Benefit: When you channel positive energy to heal living creatures, any creature that could be healed by the channeled energy can choose to regain ki from it instead. Affected creatures regain a number of ki points equal to the number of dice healed by the channel. A creature regaining ki in such a way must either regain ki or be healed by the channel (it cannot gain both).
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-- TRAITS --
• FATE’s FAVORED (Faith): Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
• MAGICAL KNACK (Magic: Medium): Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

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-- CLASS ABILITIES --

* CLASS ABILITIES - Paladin (Mind Blade) 2 *
• CLASS SKILLS: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
• PALADIN WEAPON AND ARMOR PROFICIENCY: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
• AURA OF GOOD: The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
• DETECT EVIL (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
• SMITE EVIL (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
• DIVINE GRACE (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
• MIND ARSENAL (Su): At 2nd level, a mind sword can make a telekinetic attack with a melee weapon. This functions as the hand of the apprentice universalist wizard school ability, but any calculations of that ability based on Intelligence are instead based on Charisma. At 6th level, a mind sword can expend two uses of this ability as a fullround action to attack the same opponent multiple times, as if using the full-attack action. At 12th level, a mind sword can expend one use of this ability as a full-round action to combine melee attacks and ranged attacks aimed at different targets within 60 feet as part of a single full-attack action. This ability replaces lay on hands.

* CLASS ABILITIES - Ninja 2 *

Ninja Class Abilities
• NINJA TRICK:
- Level 2: Forgotten Trick (Ex): A ninja with this ability can recall one trick taught to her by her ancient masters. When she uses this ability, she selects one ninja trick (not a master trick or rogue talent) that she does not know and can use that ninja trick for a number of rounds equal to her level. She must pay any ki costs associated with the trick as normal. Using this ability expends 2 ki point from her ki pool, plus the ki cost of the trick she chooses.
• KI POOL (Su): At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja's ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows). By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.

* CLASS ABILITIES - Medium (Spirit Dancer) 6 *
Medium Class Abilities
Medium Spirit Dancer Archetype
Medium Spirits
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—IFRIT: Sunsoul (Solar Ifrit) RACIAL TRAITS --
• Wis: -2, Str: +2, Cha: +2
• TYPE: Outsider (Native)
• SIZE: Medium
• DARKVISION
• WILD HEART: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.
• EEFRITI MAGIC: Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.
• FIRE IN THE BLOOD: Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.

• Automatic Languages: Common, Ignan

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-- IRORI's PALADIN CODE --
Iroran paladins meditate on self-perfection and train relentlessly, knowing that their example can inspire others to excel.

An Iroran paladin embraces law and goodness as other paladins do, conducting himself with honor and protecting the innocent.

An Iroran paladin avoids entanglements that would distract him from the pursuit of perfection, i.e. he would not incur debts nor give loans to others—though he could be encouraged to give freely to those in need.

Irori offers no universal paladin code— each paladin in his service creates his own code as part of his spiritual journey, seeing the adherence to such a self-formulated creed as one of the many tests one must face to reach perfection.

Medium specific information for player reference:

FAQs

Spirit Dancer - Channeling Spirit possible anywhere.
Spirit

https://paizo.com/threads/rzs2sw5h?PFS-PaladinSpirit-Dancer-Medium
https://paizo.com/threads/rzs42hw5?Spirit-Dancer-Medium-help
https://paizo.com/threads/rzs2uma7?Spirit-Dancer-Medium-Archetype-and-Spiri t
https://paizo.com/threads/rzs2sq8z?Question-about-the-spirit-dancer-medium- spells
https://docs.google.com/document/d/1JB96ojDeQaoadsXsajStQImIgpGSrniYJVYzxTU 2wNs/edit

Champion: Exotic Whip proficiency

Trickster: Escape Artist, Profession Soldier

Wizard spells
0:
Message: Whisper conversation at distance
Read Magic: Read scrolls and spellbooks
Detect Magic: Detects spells and magic items within 60 ft
Grasp: Retry a Climb check as an immediate action

1:
Alarm: Wards an area for 2 hours/level
Alter Winds: Increase/decrease strength of natural winds 1h/lvl
Ant Haul: Triples carrying capacity of a creature 2h/lvl
Arcane Pocket: Conjure an extradimensional space inside a pouch or pocket 1h/lvl
Auditory Hallucination: Create a phantasm with auditory effects , concentration
Bestow Planar Infusion I: Grant the target the effects of a planar infusion 1h/lvl
Charm Person: Makes one person your friend. 1h/lvl
Comprehend Languages: You understand all languages 10m/l
Crafter's Fortune: Subject gains +5 on next Craft check 1d/l
Detect Secret Doors: Reveals hidden doors within 60 ft 1m/lvl
Discern Next of Kin: Read the target’s mind to learn about its family 1m/lvl
Endure ElementsY: Exist comfortably in hot or cold regions. 1d
Floating DiskY: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level 1h/lvl
Heightened Awareness: Your recall and ability to process information improve 10m/l
Hide Weapon: Hide a weapon within your own arm 1h/lvl
Identify: Gives +10 bonus to identify magic items
Keep Watch: Allow creatures to stand watch without fatigue throughout the night 8h
Lucky Number: Tweak tiny variables in a creature’s immediate future
Magic Aura: Alters object's magic aura 1 day
Mindlink: Communicate a great deal of information in an instant 10 min instantaneous
Protection from EvilY: +2 to AC and saves, plus additional protection against selected alignment 1 m / lvl
Recharge Innate MagicR: Regain a use of all 0-level and 1st-level spell-like abilities
Shield: Invisible disc gives +4 to AC, blocks magic missiles 1 min / lvl
Speak Local Language: Target gains the ability to speak and understand a regional human language 10 min / lvl
Wizened Appearance: Make a target appear as an older version of itself. 1h/lvl
PFS Legal Youthful Appearance: Target appears younger 1 hour / lvl

2:
Defending bone: 1 hour / lvl
Resist Energy: 10 min / lvl
Protection from arrows: 1 hour / lvl
See Invisibility 10 min / lvl

————

Cleric spells

0 level
Create Water: Creates 2 gallons/level of pure water
Detect Magic: Detects spells and magic items within 60 ft
Mending: Makes minor repairs on an object.
PFS Legal Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
PFS Legal Read Magic: Read scrolls and spellbooks.
Scrivener's Chant: Imbue a quill to rapidly transcribe words from one page to another
Stabilize: Cause a dying creature to stabilize

1:
Abadar's TruthtellingR: Force the target to speak the truth 1 min / l
AbstemiousnessR: Enhance simple food to provide greater nutrition 1 person for 1 day
Air Bubble: Creates a small pocket of air around your head or an object 1 min / l
Comprehend Languages: You understand all languages 10 m / l
Cultural Adaptation (Taldan): Better impersonate the member of a specific culture 10m /l
Detect Undead: Reveals undead within 60 ft.
PFS Legal Diagnose Disease: Detect and identify diseases
Endure ElementsY: Exist comfortably in hot or cold regions 1 day
Hide from Undead: Undead can't perceive one subject/level 10 m/ l
Instant Portrait: Create a portrait of a creature on the touched surface
Kreighton's Perusal: Gain a brief understanding from a book as if you had read it for 1 hour
Protection from EvilY: +2 to AC and saves, plus additional protection against selected alignment 1 m/ l
Recharge Innate MagicR: Regain a use of all 0-level and 1st-level spell-like abilities
Remove Sickness: Suppress disease, nausea, and the sickened condition.
PFS Legal Resist Starvation: Last longer without food 1 day / level
Speak Local Language: Target gains the ability to speak and understand a regional human language 10 m/ l
Tap Inner BeautyR: Grant yourself a +2 insight bonus to Charisma-related checks 1 m / l

2:
Defending bone: 1 h / lvl
Resist Energy: 10 m / lvl
Restoration, Lesser
Weapon of Awe 1m / lvl