Valeros

Thalachi's page

37 posts. Alias of Tenro.


Full Name

Thalachi Tremeris

Race

RETIRED Human

Classes/Levels

Warpriest 3 ||| Hp 28/28 | AC 20, T 11, FF 19 | CMD 15* | Fort +5, Ref +2, Will +6*| Per +1 | Init +1

Gender

Male

Age

27

Special Abilities

Fervor 3/3 (1d6); Blessings 4/4

Alignment

NG

Deity

Sarenrae

Languages

Common, Celestial, Infernal

Strength 16
Dexterity 12
Constitution 14
Intelligence 14
Wisdom 13
Charisma 14

About Thalachi

Max HP: 28
Resists:
Immunities:
Init: +1
AC: 20: 10 + 1 DEX + 7 ARMOR + 2 SHIELD

SAVES
FORT: 5 -------|3 Base + 2 CON|
REF : 2 -------|1 Base + 1 DEX|
WILL: 6 -------|3 Base + 1 WIS| +2 feat
MISC: +2 vs Charm, Compulsion

COMBAT STATS

BAB +2
Net +1 to all BAB-derived stats when using weapon for which Weapon Focus applies (Sacred Weapon)
CMB +3 +2 vs sunder
CMD 14 +2 vs sunder

RACIAL ABILITIES:

  • Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
  • Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Humans have a base speed of 30 feet.
  • Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
  • Bonus Feat: Humans select one extra feat at 1st level.
  • Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

    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.
    A warpriest’s highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher.
    To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell level. The saving throw DC against a warpriest’s spell is 10 + the spell level + the warpriest’s Wisdom modifier.
    Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–13. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1–3 in the Core Rulebook).
    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 may 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 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).
    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 a blessing, it counts against his daily limit. The DC for any of these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
    Healing Blessing
    Selfish Healer (minor): At 1st level, as a swift action you can cast a prepared cure spell on yourself. This counts as a quickened spell for your turn, and doesn’t provoke attacks of opportunity.
    Fast Healing (major): At 10th level, as a standard action you can touch an ally to grant it fast healing 3 for 1 minute.
    Sun Blessing
    Blinding Strike (minor): At 1st level, as a melee touch attack, you can create a f lash of sunlight at your opponent’s eyes. If it fails a Ref lex saving throw, it is blinded for 1 round; otherwise, it’s dazzled for 1 round. This is a light effect. Creatures with light blindness or light sensitivity take a –4 penalty on this saving throw. Sightless creatures are unaffected by this ability.
    Bane of Undead (major): At 10th level, as a standard action you can touch a weapon and grant it the undeadbane special ability for 1 minute.

    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.
    In addition, the warpriest sacred weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–13; see the table below for Small and Large warpriests. If the weapon normally deals more damage than this, its damage is unchanged. This increase in damage does not affect any other aspect of the weapon. 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 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.
    These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can imbue a weapon with any of the following weapon properties: brilliant energy, defending, disruption, f laming, 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 holy and merciful. If he is lawful, he can add axiomatic and ghost touch. Adding any of these properties consumes an amount of bonus equal to the properties base cost (see Table 15–9 of the Core Rulebook). Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other properties can be added, whether normally from itself or granted by this ability.
    The warpriest can use this ability one round per day per warpriest level, but these rounds do not need to be consecutive. The enhancement bonus and properties are determined the first time the ability is used each day, and cannot be changed until the ability is used again the next day. These bonuses only apply while the warpriest is holding the weapon, and end immediately if the weapon is sheathed or leaves the warpriest’s possession. This ability can be ended as a free action at the start of the warpriest’s turn (and that round does not count against the total duration, unless the ability is resumed). If the warpriest uses this ability on a double weapon, the effects only apply to one end the 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 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.
    A warpriest that is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inf lict spells, player’s choice. Once this choice is made, it cannot be changed. This choice also determines if the warpriest channels positive or negative energy (see Channel Energy below).
    Chaotic, Evil, Good, and Lawful Spells: A warpriest can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

    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.
    With one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal 1d6 points of damage plus an additional 1d6 points of damage per 3 warpriest levels above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action, unless the warpriest targets herself, 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.
    An evil warpriest (or one who worships an evil deity) can use this ability to deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. Neutral warpriests who worship a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he selected to spontaneously cast cure spells or as an evil warpriest if he selected to spontaneously cast inf lict spells.
    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 only target 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.

    FEATS and TRAITS:

  • Iron Will
  • Weapon Focus: Scimitar (Class Bonus)
  • Combat Casting d20+CL+WIS+4
  • Power Attack
  • Improved Sunder

  • Birthmark +2 vs charm/compulsion
  • Hunter's Blood
  • Strong Associations: Your name carries a great weight in certain spheres, and you can draw upon that at times. You gain a +2 bonus to Intimidate clerics and cultists of evil gods, as well as a +2 Diplomacy bonus when dealing with clerics or devout agents of good-aligned gods and Pharasma.
  • Devout Family: You've been shaped for your role before you were born, and your upbringing has all been to lead you to this point. You gain a +2 to Knowledge (Religion) rolls.

  • SKILLS:


      Craft Skill and DCs
      Alchemical Items

    • Climb: +3 =0+3 STR+0
    • Craft: +2 =0+2 INT+0
    • Diplomacy: +8* =3+2 CHA+3 +2 with clerics/followers of good dieties/Pharasma; +1 gather info regarding undead quarry; +2 to investigate or seek out vampires
    • Handle Animal: +2 =0+2 CHA+0
    • Heal: +7 =3+1 WIS+3
    • Intimidate: +2* =0+2 CHA+0 +2 vs clerics/cultists of evil deities; +2 to investigate or seek out vampires
    • Know: Engineer: +2 =0+2 INT+0
    • Know: Religion: +7* =3+2 INT+3 +2T +1 to identify undead
    • Profession: +1 =0+1 WIS+0
    • Ride: +1 =0+1 DEX+0
    • Sense Motive: +7 =3+1 WIS+3
    • Spellcraft: +7 =2+2 INT+3
    • Survival: +5* =1+1 WIS+3 +1 to track undead
    • Swim: +2 =0+2 INT+0

      Misc Mod Codes: Cl = Class; R = Racial; Cm = Competence; Cs = Circumstance; I = Insight; F = Feat


    SPELLS:

    Warpriest Spell List

    Spells per Day:
    0th: 4
    1st: 4

    Spells Prepared:
    0th:
    Create Water
    Light
    Purify Food and Drink
    Read Magic

    1st:
    Deathwatch
    Cure Light Wounds
    Sun Metal
    Weapons Against Evil


    EQUIPMENT:

    2 gp

    315gp Mwk Scimitar
    550gp Mwk Agile Breast Plate
    1000gp +1 on armor
    170gp Mwk Heavy Steel Shield
    450gp Authoritative Vestments
    11 Cleric's Kit (minus torches and pouch, -10lb)
    2 Dagger
    500 Vampire Slayer's Kit

    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
    Bestow Hope (requires channeling and improved channeling)
    Vital Strike at +6 BAB

    shield focus?
    work towards shield master?