Fighter

Torbin Aldunheim's page

No posts. Alias of Dinuci.


Full Name

Torbin Aldunheim/2

Race

(HP 15/15 | AC:18 | T:12 | FF:16 | CMB:5 | CMD:17 | Fort: +4 | Ref: +2 | Will:+5 | Init: +4 | Perc:+1 | Speed 20)

Classes/Levels

spells:
Fervors: 3/3 | Blessings: 4/4 | Spells lvl 1: 3/3

Strength 18
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 14
Charisma 7

About Torbin Aldunheim

Character sheet:

NG Medium Humanoid (Human)
PFS#: 131682
Init +4 (+2 Dex | +2 trait)

Defense
AC 18 (10 +6 Armor Bonus +2 Dex); Touch 12 (10 +2 Dex); Flat-Footed 16 (10 +6 Armor Bonus)
HP 9 (8 +5 +2x1 Con)
Fort Save +4 (+3 Class +1 Con); Ref Save +2 (+2 Dex); Will Save +5 (+3 Wis +2 Class)

Offense
Speed: Medium (30 ft) 20 ft. with armor
Melee: Fauchard
[two-handed] Atk: 1d20+7 (+1 BAB, +4 Str, +1 Weapon focus +1 Masterwork) (18-20x2)| Dmg: 1d6 + 6
Melee: Punch
[one-handed] Atk: 1d20+5 (+1 BAB, +4 Str) (x2) | Dmg: 1d6 + 4

Statistics
Str 18, Dex 14, Con 12, Int 12, Wis 14, Cha 7
Base Atk 0; CMB 5 (+4 Str +1 BAB); CMD 17 (10 +4 Str +2 Dex +1 BAB)
Feats (Other): Weapon focus Fauchard (+1 on atk roll); exotic weapon proficiency Fauchard; Combat reflexes
Traits (Racial): Bonus feat; skilled
Traits (Other): Reactionary (+2 Ini); Fate’s Favored(+1 luck bonus)

Skills (Untrained):
Acrobatics -1 (-3 Armor Penalty +2 Dex)
Bluff +1 (+1 Cha)
Diplomacy +3 (+1 Cha +2 trait)
Ride -1 (-3 Armor Penalty +2 Dex)
Sense Motive +3 (+1 Wis +2 trait)
Stealth -1 (-3 Armor Penalty +2 Dex)
Climb +6 (+3 rank +3 str +3 class -3 ACP)
Intimidate +7 (+3 rank +1 cha +3 class)
Survival +7 (+3 rank +3 Class +1 Wis)
Swim +6 (+3 rank +3 str +3 class -3 ACP)

Skills (Trained):
Knowledge religion +6 (+2 Rank +3 Class +1 Int)
Knowledge engineering +5 (+1 Rank +3 Class +1 Int)
Perception +4 (+2 Rank +2 Wis)
Sense motive +6 (+1 Rank +3 Class +2 Wis)
Survival +6 (+1 Rank +3 Class +2 Wis)
Spellcraft +5 (+1 Rank +3 Class +1 Int)

Languages: Common, Undercommon

Equipment:
Combat gear: Masterwork Fauchard (314gp, 10 lbs.);
Wearing: Four mirror with armor spikes (95gp | +2 | -5 | 45lbs.); Explorer's outfit (10gp, 8lbs.)
Inventory:
Backpack (2gp, 2lbs.)
Candle [x10] (0.01 gp., -lbs.)
Chalk [x10] (each 1cp, -)
Flint and steel (1gp, -)
Rope, Hemp (50ft.) (5gp, 10lbs.)
Shovel (2gp, 8lbs.)
sack (empty) (1sp, 0.5lbs.)
Waterskin (1gp, 4lbs.)
Whetstone (2cp, 1lbs.)
Soap (0.5gp, 1lbs.)
Rations [10x] (0.5gp, 1lbs.)
Torch [x10] (0.01gp, 1lbs.)

Encumbrance: 115.5lbs.; Medium load, (Light Load up to 100lbs., Medium up to 200lbs., Heavy up to 300lbs.)
Money: 132gp 0sp 8cp
Prestige points: 0/0

Class Info
Favored class: Warpriest
Favored class bonus: Warpriest (1/6 feat per level)

Orisons:
- Create water
- Guidance
- Stabilize
- Detect magic

Spells level 1:
- Divine Favor
- Protection from evil
- Sanctuary

Blessings:
Magic Blessing

Hand of the Acolyte (minor): At 1st level, you can cause your melee weapon to fly from your grasp and strike an opponent, then instantly return to you. You can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (you still add your Strength modifier to the damage roll as normal). This ability cannot be used to perform a combat maneuver.

Blessed Magic (major): At 10th level, you can cast a prepared warpriest spell without expending its spell slot. The spell must have a casting time of 1 standard action and must use a spell slot that is at least 3 spell levels lower than the highest warpriest spell level you can cast. In addition, the spell must be one that damages a creature or causes a creature to take penalties (such as inflict light wounds or bane). For example, if you are 10th level and can cast 4th-level warpriest spells, you could use this blessing to cast a 1st-level warpriest spell without expending its spell slot.

Plant Blessing

Creeping Vines (minor): At 1st level, upon hitting with a melee attack, as a swift action you cause the creature you hit to sprout entangling vines that attempt to hold it in place, entangling it for 1 round (Reflex negates).

Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon nature's ally IV, with a duration of 1 minute. This ability can summon only one animal, regardless of the list used, and the creature's type changes to plant instead of animal. For every 2 levels beyond 10th, the level of the summon nature's ally spell increases by 1, to a maximum of summon nature's ally IX at 20th level.

A warpriest of a good deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil).

At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity's favored weapon).

Spontaneous Casting:
A good warpriest 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.

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.

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.

Leveling plans:

Skills:
Max out Perception, Sense Motive, Knowledge religion, and Acrobatics.

Ability score increases in strength.

Feats:
3rd Combat Bonus) Power attack
3) Pushing Assault
5) Weapon specialization
6) Improved Initiative
7) Toughness
9th Combat Bonus) GWF
9) Lunge
11) Quicken Blessing

Background:

Personality & appearance:

Roscoe Frye has not participated in any online campaigns.