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About Torant FoehammerBroad, even for a dwarf, it becomes easy to misjudge this dwarf's height, as experience suggests the taller ones don't go that wide. His hair and beard are a muddy red, and normally well-kempt but, somehow, when he enters a fight, both go unruly. These days, it is less visible, with his head hidden inside the helm matching his exceptional armor. The visor appears to be two wings beating down and crossing in front of his face, with the main body decorated to represent the rest of a whippoorwill, head and beak above his face. Both pauldrons are engraved with the symbol of the spiraling comet. The rest of the armor bears no special engravings or carvings, though all of the pieces have obviously been lacquered either blue or white at some point. The whippoorwill has obviously been damaged, and every portion of the armor shows signs of use and repair beyond simply the evidence of prior lacquering. The shield has seen as much use, though the spiraling comet engraved on it is still lacquered blue.
4'3", 205(ish)#, 54 Years old
Background:
Torant's childhood was normal enough, as he was just another dwarven child in Janderhoff. Dwarves of the Mindspur mountains face giants more frequently than other traditional dwarven enemies, and that affects their training. As Torant was learning the earliest lessons of smithing, his mother had an unusually difficult birthing. Both Sharnt, his mother, and Talnea, his new sister, were saved through the gifts and training of a Pharasman priestess. This sparked Torant's curiosity, and he began learning what he could of Pharasma, and other gods as well. This went on as his training as a smith continued, but after a decade of learning what he could, Torant turned aside from the career path he had been following, and sought out a Pharsman temple to learn form them, instead.
For some reason, he never truly understood the ways of healing, but he learned more of the ways of using steel than simply fitting it into a desired shape. He seemed inherently gifted at understanding the magics that Pharsam would grant her dedicated followers, and the two together lead him down the path to becoming a War Priest, dedicated to the god of midwives. Not an obvious connection, but but then Pharsma covers more than the beginning of life's cycle, and sometimes those who should be dead need reminding of that, and others simply need protecting from those who would do them harm. This is how Torant has come to see himself, as a protector for those who can not protect themselves. He had been out, exploring Varisia for a few months, when he took himself to Sandpoint for the Swallowtail Festival and the dedication of the new temple. As surprised as everyone else when the goblins attacked, Torant followed what he perceives as his mission in life, and he moved to protect others. He is obviously aware of the party's heroics. Everyone in Sandpoint is, after all. While they have been focused on chasing down the threat, Torant has been helping tend to those at home, using Pharasma's gifts to heal the injured and his back to help repair what he can. The worst of that short-term work is obviously concluded, though, and using a hammer to build structures isn't quite the same as using it to shape steel. If there's no further need for him here, he will surely move on shortly. But he's always looking for ways that he can help those who are not capable of defending themselves. He doesn't know, yet, that there might be another way he can do that in the immediate area . . .. Combat:
Init: +1 (Dex+1)
Move 20' Melee +4, Ranged +3 CMB +5 (BAB+2, Str+2, Dex+1) Standard melee attacks:
Standard ranged attacks:
+1 Attack vs giant subtype HP: 27 (8 + 2x5 + 3xCon+2 + 3xFavored Class+1) AC 23 (21), T 11, FF 22 (20), CMD 15 (Armor+9, Armor Focus+1, Shield+2, Dex+1, BAB+2, Str+2) +4 Dodge vs giant subtype
Fort: +5 (Base+3, Con+2)
+2 vs poisons, spells, spell-like abilities
Divine Magic of Pharasma:
* Blessings* 4/Day DC15
Healing Blessing Powerful Healer (minor): At 1st level, you can add power to a cure spell as you cast it. As a swift action, you can treat any cure spell as if it were empowered (as the Empower Spell feat), causing it to heal 50% more damage (or deal 50% more damage if used against undead). This ability doesn’t stack with itself or the Empower Spell feat. Fast Healing (major): At 10th level, you can touch an ally and grant it fast healing 3 for 1 minute. Repose Blessing Gentle Rest (minor)/[b]: At 1st level, you can fill a living creature with lethargy by hitting it with a melee touch attack, causing it to become staggered for 1 round. If the target is already staggered, it falls asleep for 1 round instead. An undead creature that’s touched is staggered for a number of rounds equal to your Wisdom modifier (minimum 1). [b]Back to the Grave (major): At 10th level, when using channel energy to heal living creatures, you can take a swift action on that same turn to also deal damage to undead creatures (as your channel energy ability). Undead take an amount of damage equal to half the amount healed, and can attempt the normal saving throw to halve this damage. * Fervor * 5/Day
Cure +1 point using Lay On Hands, Channel, Cure Spells, Fervor * Spells *
Cast Cure spells as Caster Level+1
Pray at dusk * Concentration Checks *
Spells Prepared:
* Orisons * 1 Detect Magic 2 Purify Food and Drink 3 Read Magic 4 Stabilize * Level 1 *
Feats & Traits:
* Feats *
C Weapon Focus (Dagger) +1 Attack w/ daggers 1 Combat Casting +4 Concentration Checks to Cast Defensively or When Grappled 3 Uncanny Concentration No Concentration Checks for Violent Movement; +2 to all other Concentration Checks C Armor Focus (Full Plate) +1 Armor when wearing Full Plate * Traits *
Skills & Languages:
2 Class +Int +1 = 3 Adventuring Skills & 2 Background Skills / Warpriest level
Bonus Skill Attribute+Ranks+Class+Specified(+Situational)[+Over-ridden] + 1-Acrobatics 1+0+0+AC + 1+Appraise 1+0+0(+2 for precious metals/gemstones) - 2 Bluff -2+0+0 + 2-Climb 2+0+0+AC + 9 Craft (Weaponsmith) (Background) 1+3+3+2 MW Artisan's Tools - 2 Diplomacy -2+0+0 - 2 Disguise -2+0+0 + 1-Escape Artist 1+0+0+AC + 1-Fly 1+0+0+AC + 4 Heal 4+0+0 - 2 Intimidate -2+0+0 + 7 Knowledge (Engineering) (Background) 1+3+3 + 7 Knowledge (Religion) 1+3+3 + 4+Perception 4+0+0(+2 vs unuusal stonework) - Darkvision 60' - 2 Perform -2+0+0 + 1-Ride 1+0+0+AC +10 Sense Motive 4+3+3 + 7 Spellcraft 1+3+3 + 1-Stealth 1+0+0+AC + 4+Survival 4+0+0(+2 to track giants) + 2-Swim 2+0+0+AC AC -6 (-5 w/o shield) Languages: Dwarven, Taldane; Giant
Gear:
3000 GP Budget
1650 MW Full Plate (+9/+1/-5/35%/20'/50#) x170 MW Heavy Steel Shield (+2/-1/15%/15#) xx16 Warpriest's Kit 31# (a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.) xxx4 Cold Iron Dagger (1d4/19+/10'/1#/P or S) x502 Mithral Dagger (1d4/19+/10'/.5#/P or S) xx12 Dagger (x6) (1d4/19+/10'/6#/P or S) xx50 Potion of CLW (Caster 1) x300 Scroll CMW (Caster 3) x2 xx50 Scroll Magic Weapon (Caster 1) x2 xx50 Scroll Comprehend Languages (Caster 1) x2 xx50 Scroll Shield of Faith (Caster 1) x2 xx55 Tools, Artisan's, MW 5# 2909 spent for 108.5 pounds; 91 GP on hand Light <= 58# (~/-0/20/x4)
Dwarf (ARG):
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff. Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size. Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision: Dwarves can see in the dark up to 60 feet. Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype. Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait. Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Warpriest of Pharasma:
Alignment: NG Hit Die: d8. Parent Class(es): Cleric and fighter. Class Skills: The Warpriest's class skills are 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). Skill Points at each Level: 2 + Int modifier. Class Features Spells Per Day Level BAB Fort Ref Will Special Sacred Weapon Damage 0 1st 2nd 3rd 4th 5th 6th 1st +0 +2 +0 +2 Aura, blessings (minor), focus weapon, orisons, sacred weapon 1d6 3 1 - - - - - 2nd +1 +3 +0 +3 Fervor 1d6 1d6 4 2 - - - - - 3rd +2 +3 +1 +3 Bonus feat 1d6 4 3 - - - - - 4th +3 +4 +1 +4 Channel energy, sacred weapon +1 1d6 4 3 1 - - - - 5th +3 +4 +1 +4 Fervor 2d6 1d8 4 4 2 - - - - 6th +4 +5 +2 +5 Bonus feat 1d8 5 4 3 - - - - 7th +5 +5 +2 +5 Sacred armor +1 1d8 5 4 3 1 - - - 8th +6/+1 +6 +2 +6 Fervor 3d6, sacred weapon +2 1d8 5 4 4 2 - - - 9th +6/+1 +6 +3 +6 Bonus feat 1d8 5 5 4 3 - - - 10th +7/+2 +7 +3 +7 Blessings (major), sacred armor +2 1d10 5 5 4 3 1 - - 11th +8/+3 +7 +3 +7 Fervor 4d6 1d10 5 5 4 4 2 - - 12th +9/+4 +8 +4 +8 Bonus feat, sacred weapon +3 1d10 5 5 5 4 3 - - 13th +9/+4 +8 +4 +8 Sacred armor +3 1d10 5 5 5 4 3 1 - 14th +10/+5 +9 +4 +9 Fervor 5d6 1d10 5 5 5 4 4 2 - 15th +11/+6/+1 +9 +5 +9 Bonus feat 2d6 5 5 5 5 4 3 - 16th +12/+7/+2 +10 +5 +10 Sacred armor +4, sacred weapon +4 2d6 5 5 5 5 4 3 1 17th +12/+7/+2 +10 +5 +10 Fervor 6d6 2d6 5 5 5 5 4 4 2 18th +13/+8/+3 +11 +6 +11 Bonus feat 2d6 5 5 5 5 5 4 3 19th +14/+9/+4 +11 +6 +11 Sacred armor +5 2d6 5 5 5 5 5 5 4 20th +15/+10/+5 +12 +6 +12 Aspect of war, fervor 7d6, sacred weapon +5 2d8 5 5 5 5 5 5 5 Weapon and Armor Proficiencies: 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). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat. 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. 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’s level. The saving throw DC against a warpriest’s spell is 10 + the spell’s 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 1–14. In addition, he receives bonus spells per day if he had a high Wisdom score (see Table 1–3 on page 17 of 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 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 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. Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon). Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table 1–14. These spells are cast as any other spell, but aren’t expended when cast and can be used again. 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 damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. 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. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage. Level Damage (Small) Damage (Large) 1st-4th 1d4 1d8 5th-9th 1d6 2d6 10th-14th 1d8 2d8 15th-19th 1d10 3d6 20th 2d6 3d8 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. 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. An evil warpriest (or a neutral warpriest of an evil deity) can’t convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with “inflict” in its name. A warpriest that is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels positive or negative energy (see Channel Energy, below). Chaotic, Evil, Good, and Lawful Spells: A warpriest cannot cast spells of an alignment opposed to his own or his deity’s (if he has a deity). 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 Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race. 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. An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells. 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. 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. Sacred Armor (Su): At 7th level, the warpriest gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability a number of minutes per day equal to his warpriest level. This duration must be used in 1-minute increments, but they don’t need to be consecutive. These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost (see Table 15–4 on page 463 of the Core Rulebook). For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other special abilities can be added. The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest’s possession. This ability can be ended as a free action at the start of the warpriest’s turn. This ability cannot be applied to a shield. When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his fervor. Aspect of War (Su): At 20th level, the warpriest can channel an aspect of war, growing in power and martial ability. Once per day as a swift action, a warpriest can treat his level as his base attack bonus, gains DR 10/-, and can move at his full speed regardless of the armor he is wearing or his encumbrance. In addition, the blessings he calls upon don’t count against his daily limit during this time. This ability lasts for 1 minute. Attributes:
points race level gear current x5 14 +0 14 +0 14 +0 14 S 14 +2 x2 12 +0 12 +0 12 +0 12 D 12 +1 x2 12 +2 14 +0 14 +0 14 C 14 +2 x2 12 +0 12 +0 12 +0 12 .I 12 +1 10 16 +2 18 +0 18 +0 18 W 18 +4 x1 x9 .-2 x7 +0 x7 +0 x7 H x7 -2 |