Harsk

Torgal Cailean's page

126 posts. Alias of Hawthwile.


Race

| HP 32/32 | AC 16 T 13 FF 13 | CMB +5, CMD 15 | F: +6, R: +5, W: +6 | Init: +5 | Perc: +3, SM: +6, Darkvision 60 ft

Classes/Levels

| Speed 20ft | Spells: 1st 0/4 | Fervor: 0/3 | Blessings 4/4 | Active conditions: None

Gender

M CG Dwarf Warpriest 3

About Torgal Cailean

Male Dwarf Warpriest 3
CG Medium Humanoid (dwarf)
Init +5; Senses Perception +3, Sense Motive +6, Darkvision 60 ft
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DEFENCE
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 dex)
hp 32
Fort +6, Ref +5, Will +6
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OFFENSE
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Speed 20 ft.

Melee Rapier +6 (1d6 piercing, 18-20/x2)
Tankard +6 (1d6 bludgeoning)

Ranged Shortbow +5 (1d6 piercing /x3)
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STATISTICS
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Str 10, Dex 16, Con 14, Int 10, Wis 15, Cha 8
Base Atk +2; CMB +5; CMD 15
Traits Besmara’s Blessing, Fate’s Favored, Reactionary
Feats Deft Maneuvers, Toughness, Two-Weapon Fighting, Weapon Focus (hammers), Weapon Focus (light blades)
Skills (12 points; 6 class, 6 background)
ACP -1
(1) Handle Animal +3
(2) Knowledge (religion) +5
(2) Perform (sing) +1
(0) Perception +3
(3) Profession (sailor) +9 (+2 at sea)
(1) Sense Motive +6
(1) Survival +6 (+2 at sea)
(1) *Swim +3
*ACP applies to these skills

Non-Standard Skill Bonuses
+2 Profession (sailor), Survival (racial)
+1 Perception, Profession (sailor) (trait)
Languages Common (Taldane), Dwarven

Special Abilities:
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SPECIAL ABILITIES
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Darkvision: Dwarves can see in the dark up to 60 feet.

Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Saltbeard: Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones. This racial trait replaces defensive training, hatred, and stonecunning.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

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.

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.

Aura: A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment.

Blessings: 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.

Torgal has selected the Good and Travel blessings.

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.

Divine Fighting Technique - Cayden Cailean's Blade and Tankard: You can use your patron deity’s fighting technique and receive any benefit associated with that technique for which you qualify, as described in the Divine Fighting Techniques section below.

Special: A cleric, inquisitor, or warpriest who worships a deity can choose to give up either the first power of one of her domains or a minor blessing benefit to gain access to her god’s divine fighting technique without having to meet the technique’s prerequisites (including the Divine Fighting Technique feat). In addition, a warpriest can give up a major blessing to gain the advanced benefit without meeting its prerequisites.

Initial Benefit: You can wield a tankard (or mug) as a weapon, treating it in all ways as a light mace appropriate for your size. If you engage in two-weapon fighting with a rapier or light weapon in one hand and a tankard in the other, you can drink a potion or other liquid from the tankard or attempt to toss liquid from the tankard as a dirty trick combat maneuver (such as to blind a foe) in place of attacking with it. You do not provoke attacks of opportunity for attempting a dirty trick maneuver with a tankard.

Advanced Benefit: You can refill your tankard with a beverage, potion, or other liquid from a bottle or vial as a swift action. You gain a +2 bonus on combat maneuver checks to perform dirty tricksAPG with tankards. The effects of such a dirty trick lasts for 1d4 rounds + 1 round for every 5 points by which the result of your combat maneuver check exceeds the target’s CMD; a standard action is required for the target to remove this penalty.

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).

Sacred Weapon: 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. (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.

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 (+4)
- Defending (+1)
- Disruption (+2)
- Flaming (+1)
- Frost (+1)
- Keen (+1)
- Shock (+1)

In addition, if the warpriest is good, he can add:
- Ghost Touch (+1)
- Holy (+2)

And if the warpriest is chaotic, he can add:
- Anarchic (+2)
- Vicious (+1)

Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. 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 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.

Spell Restrictions: A warpriest cannot cast spells of an alignment opposed to his own or his deity’s.

Fervor: 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 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.

Traits:
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TRAITS
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Besmara’s Blessing: You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).

Fate’s Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Reactionary: You gain a +2 trait bonus on initiative checks.

Feats:
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FEATS
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Deft Maneuvers: You do not provoke an attack of opportunity and receive a +2 bonus on checks when performing and to CMD against the following combat maneuvers:
- Trip
- Disarm
- Dirty trick
- Feint
- Reposition
- Steal

Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Two-Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Weapon Focus (hammers): You gain a +1 bonus on all attack rolls you make using weapons from the selected weapon group.

Weapon Focus (light blades): You gain a +1 bonus on all attack rolls you make using weapons from the selected weapon group.

Spells:
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SPELLS
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Orisons (4/day)
Create Water
Guidance
Mending
Resistance

1st (4/day)
(1) Bless
(2) Divine Power
(1) Shield of Faith

Gear/Possessions:
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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-38 lb. Medium 39-76 lb. Heavy 77-115 lb.
Current Load Carried 54.5 lb.
Current Wealth: 1.98 gp
Rapier (20 gp) (2 lb)
Dagger (2 gp) (1 lb)
Tankard (0.02 gp) (1 lb)
Shortbow (30 gp) (2 lb)
Arrow x20 (1 gp) (3 lb)
Iron Holy Symbol (5 gp) (1 lb)
Studded Leather Armor (25 gp) (20 lb)
Spell Component Pouch (5 gp) (2 lb)
Belt Pouch (1 gp) (0.5 lb)
Masterwork Backpack (50 gp) (4 lb)
*Acid Flask x 2 (20 gp) (2 lb)
*Scroll: cure light wounds (25 gp) (0 lb)
*Flint and Steel (1 gp) (0 lb)
*Iron Pot (0.8 gp) (4 lb)
*Mess Kit (0.2 gp) (1 lb)
*Silk Rope (10 gp) (5 lb)
*Rations x2 (1 gp) (2 lb)
*Waterskin (1 gp) (4 lb)

*Stored in Backpack

Bot Me!:

Background:
”We are We are We are We are
We are the engineers!
We can We can We can We can
Demolish forty beers…”

You’d be easily forgiven for mistaking the sound coming from inside the tavern as that of ten sailors singing, but a quick peek inside reveals only a lone dwarf balanced precariously on a barstool with a mug in one hand. Foam clings to his whiskers like barnacles to a shipwreck, like he himself stubbornly clings to the rafter as the stool slips and falls to the ground below him. Nary a drop of ale splashes from the tankard as he takes another hearty sip and continues with his song.

”Drink rum Drink rum Drink rum all day
and come along with us foooooOOOoooor…”

A long, drawn-out note held a bit too long, sung a bit too loudly, with a bit too much freedom in the tune to be easily recognizable. Anyone in Port Peril will tell you Torgal’s much the same - too loud in his proclamations of freedom for all and all for freedom, too caught up still after fifty years in the tales of the Drunken Hero, too quick to “accidentally” spill his drink on someone boasting of keeping slaves. Maybe he should have stayed in that orphanage up the coast, they muse over their drinks. Maybe he should seek his fortune elsewhere. Maybe he should just… go away.

”We don't give a damn for any old man
Who don't give a damn for us!”

Appearance and Personality: