Taran Starmetal's page

344 posts. Alias of Tangaroa.




WP5 HP 29/57 AC:22 (24) T:11 (13), FF:21 (23) Fort:+9 Ref:+3 (+4) Will:+11, +2 vs. spell, spell-like, poison; CMD 18 (+4 vs. bull-rush, trip); Init+1; Perc+11 (+2 stonecunning)


Blessings 4/6 Fervor 3/6 Spell Points 10/17 Sacred Weapon 3/6

About Taran Starmetal

Enlarge, haste, blessing of protection, blessing of artifice.
[dice=warhammer,haste, PA]1d20+9+1-2[/dice]
[dice=PA]2d6+7+4[/dice] plus [dice=shocking,sacred weapon]1d6[/dice]

Taran Starmetal
Male Dwarf warpriest 6
LG Medium humanoid (delver dwarf)
Init +1, Senses darkvision (60 ft.); Perception +10 (+2 if related to stone)
AC 22, touch 11, flat-footed 21 (+9 armor, +1 dex, +2 shield); +2 vs. aberrations
hp 57 (6d8+24)
Fort +9, Ref +3, Will +11, +2 vs. poison, spells, and spell-like abilities
Speed 20 ft.
Melee battleaxe +7 (1d8+2/x3)
Melee heavy pick +7 (1d6+3/x4)
Melee +1 fire-forged steel warhammer +9 (1d8+6/x3)
Melee gauntlet +7 (1d3+3)
Ranged javelin +5 (1d6+2)
Special Attacks blessings (6/day, crafter's wrath, increased defenses), channel positive energy (DC 16, 2d6), fervor (6/day, 2d6), sacred weapon (+1, 6 rds./day)

Cleric (CL 6th; spell points 17, concentration +9)
2nd (3 pts.) - bull's strength,hold person,lesser restoration, resist energy1st-(1 pts.) - bless, magic weapon, protection from evil, remove fear, shield of faith
0th-(0 pts.) - detect magic, guidance, resistance, stabilize
*:Domain spell.
Deity Torag; Blessings artifice, defense

Str 16, Dex 13, Con 16, Int 12, Wis 16, Cha 6
Base Atk +4; CMB +7; CMD 18 (+4 vs bullrush or trip)
Feats additional traits(2), armor proficiency (light, medium, heavy, shield), catch off-guard, deadly aim, improved bull rush, improved overrun, iron will, point-blank shot, power attack, throw anything, weapon finesse, weapon focus (warhammer), weapon specialization (warhammer)

Bluff (pass secret message or feint) +3 (2 ranks -2 Cha +3 trained)
Bluff (to deceive) +6 (2 ranks +1 Int +3 trained)
Climb +8 (2 ranks +3 Str +3 trained +2 circumstance -4 ACP )
Craft (Weapons) +5 (1 rank +1 Int +3 trained)(+2 if metal)
Diplomacy (gather info) +7 (5 ranks -2 Cha +3 trained +1 trait)
Diplomacy (persuade) +10 (5 ranks +1 Cha +3 trained +1 trait))
Heal +11 (3 rank +3 Wis +3 trained +2 circumstance)
Knowledge (Engineering) +7 (3 rank +1 Int + 3 trained) (technologist trained)
Knowledge (Dungeoneering) +5 (1 rank +1 Int + 3 trained)
Knowledge (Religion) +5 (1 rank +1 Int + 3 trained)
Perception +11 (4 ranks +3 Wis +3 trained +1 trait)
Sense Motive +8 (2 rank +3 Wis +3 trained)
Spellcraft +6 (2 rank +1 Int +3 trained)
Survival +8 (2 ranks +3 Wis +3 trained)
Swim +4 (2 rank +3 Str +3 trained -4 ACP)
ACP -6, or -4 without shield
Traits extremely fashionable, local ties, militant merchant, scarred by space pirates, student of philosophy
Languages Common, Dwarven, Undercommon
SQ aura, focus weapon (warhammer), sacred weapon (1d8), spontaneous casting (cure)
Combat Gear
Other Gear +1 fire-forged steel warhammer, Climber's Kit (+2 circumstance climb), Healer's Kit (10 charges), 5 days of rations, candle (10), torch (10), heavy pick, scale mail, battleaxe, cleric's vestments, heavy wooden shield, pouch (belt), healer's kit, backpack, bedroll, waterskin, iron pot, holy text (cheap), flint and steel, mess kit, 50' hemp rope, soap), spell component pouch, holy symbol, gauntlet, 7.0 gp
Artifice Blessing

Crafter's Wrath (minor) At 1st level, you can touch one melee weapon and grant it greater power to harm and destroy crafted objects. For 1 minute, whenever this weapon deals damage to constructs or objects, it bypasses hardness and damage reduction.

Transfer Magic (major) At 10th level, you can temporarily transfer a weapon special ability from one weapon to another. The bearers of each of the weapons must be willing, and you must be touching both weapons to activate this ability. You can transfer a weapon special ability with a base price modifier of +1 or +2. If you are using this ability on a double weapon, only one end of the double weapon is affected. The transfer lasts for 1 minute, after which the transferred weapon special ability automatically returns to the source weapon. You can use this ability multiple times on the same weapon or weapons. Alternatively, you can use transfer magic to move a +1 or +2 armor special ability from one touched suit of armor to another, or move a +1 or +2 armor or weapon enhancement bonus to another armor or weapon.

Aura (Ex) A cleric of a lawful good deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Blessings (Su) A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two 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.

If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.

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 cleric (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 cleric 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.

Craftsman (Ex) +2 racial bonus on all Craft or Profession checks that create objects from metal or stone.

Darkvision (Ex) Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Deep Warrior (Ex) +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus to their CMB on attempts made to grapple such creatures (or to continue a grapple).

Down in the Deep Knowledge (dungeoneering) is a class skill for Delver Dwarves. If it is already a class skill, they instead gain a free skill point every level that must be spent on Profession (miner).

Expert Miner At sixth level, delver dwarves gain the benefits of Furious Focus when using any type of two-handed pick or hammer, or when wielding any pick or hammer two-handed.

Explosives Training At eighteenth level, if the delver dwarf is an alchemist, they gain an additional two bombs per day. If the delver dwarf is not an alchemist, they gain the ability to create an alchemist’s bomb that deals 5d6 fire damage usable twice per day.

Extremely Fashionable Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.

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. 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.

Hardy (Ex) +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Hatred (Ex) +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Local Ties +1 trait bonus in K(engineering), K(engineering) is a class skill. Character is treated as having the Technologist feat for purposes of resolving checks with K(engineering). If I gain the Technologist feat later, the trait bonus for that skill increases to +3.[/b]

Militant Merchant You know what it takes to get your goods to market and will stop at nothing to protect your products. Years of fending off thieves, cutthroats, and brigands have given you a sixth sense when it comes to danger. You gain a +1 trait bonus to perception checks, and perception is always a class skill for you.

Protection Blessing

Increased Defense (minor) At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.

Aura of Protection (major) At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.

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 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.

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.

Scarred by Space Pirates You gain a +1 trait bonus on attack rolls against humanoids from beyond Golarion, including androids, kasathas, Triaxians, and Vercites, among others.

Sharp Eyes At twelfth level a delver dwarf's darkvision applies to all types of darkness, including supernatural darkness created by a Deeper Darkness spell.

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.

Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.

Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.

Weapon and Armor Proficiency A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields).

Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Plot stuff

forces in Scrapwall

raiding the arena