About ThalachiMax HP: 28
SAVES
COMBAT STATS BAB +2
RACIAL ABILITIES:
Favored Class: +3 HP
CLASS ABILITIES:
Weapon and Armor Proficiencies: A warpriest is proficient with all simple and martial weapons 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, may restrict him from casting certain spells opposed to his moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A warpriest must choose and prepare his spells in advance.
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 the detect evil spell for details). Blessings (Su): A warpriest’s deity inf luences 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).
Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (choosing any weapon, not just his deity’s favored weapon). If his deity’s favored weapon is unarmed strike, he can instead select Improved Unarmed Strike as a bonus feat. Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day, as noted on Table 1–13. These spells are cast as any other spell, but aren’t expended when cast and may be used again. Sacred Weapon (Su): 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 is wielding a sacred weapon, he treats his warpriest level as his base attack bonus for attacks made with that weapon, stacking with any base attack bonus from other classes or racial Hit Dice.
At 4th level, the warpriest gains the ability to imbue his sacred weapon with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every four levels beyond 4th, this bonus increases by +1 to a maximum of +5 at 20th level.
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 in order to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name. An evil warpriest (or a neutral warpriest of an evil deity) can’t convert spells to cure spells, but can convert them to inf lict spells. An inf lict spell is any spell with “inf lict” in its name.
Bonus Languages: A warpriest’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus language choices available to the character due to his race. Fervor (Su): Starting at 2nd level, the 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 half his warpriest level plus his Charisma modifier.
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. FEATS and TRAITS:
SKILLS:
Craft Skill and DCs Alchemical Items SPELLS:
Warpriest Spell List Spells per Day:
Spells Prepared:
1st:
EQUIPMENT:
2 gp 315gp Mwk Scimitar
HISTORY and APPEARANCE:
Appearance: Thalachi stands just over six feet tall, with hazel eyes and medium-length dark brown hair. When dressed in his full regalia, he wears relatively nice, though slightly battle-scarred, breastplate over a simple white tunic and trousers. Draped heavily over his shoulders is a fine crimson stole with elaborate gold embroidery in the known Sarenraian motif. If the stomping sound of his thick-soled leather boots doesn't alert one to his approach, the clatter of his heavy steel shield (replete with sunburst) and masterwork scimitar will. The scimitar is of especially fine craftsmanship, the hilt designed as a sunburst and the curved blade styled to appear as a gout of flame. History: Thalachi is one of the more recent among active scions in clan Tremeris. The weight of the family name rests well on his broad shoulders, and he is known for his confident demeanor. Tremeris is something of a household name among those who deal with the depraved machinations of the undead. Allies to nearly all good-aligned faiths, they are most strongly associated with the goddesses Iomedae, Pharasma, and Sarenrae. Thalachi entered the family business nearly nine years ago, but only recently came into a modicum of fame upon leading a squad of guards alongside his sister, Alistria, to defeat Mannimar, a skeletal mage that was campaigning across some villages in rural Ustalav. They took heavy losses, the guards numbering fewer than half of their original strength, but the vile undead necromancer was brought low. His sister still bears a black scar that hasn't fully healed after three months. He has since been dispatched from their ancestral halls to Korvosa, to gather information regarding evil and possibly undead forces cropping up, and to rally a host to campaign against them. There may be some trouble, as the word of his defeat of Mannimar has not fallen exclusively on the ears of the living. CAMPAIGN NOTES:
PLAYER NOTES:
Feats: Heroic Will once i get +4 base will save
shield focus?
|