Grindtooth

Urk Burny War Flame's page

143 posts. Alias of Dave Herman.


Race

Ruiner of Everythings -

Classes/Levels

M Goblin Warpriest 1; HP 3/9; AC 20 (T:14, FF:17); CMD 13; Saves (F +3; R +3; W +3); Init +3

About Urk Burny War Flame

Song: Burn dog! Burn horse!
Burn something that rhymes with horse!
I love Zarongel's flamy wrath,
And I will never take a bath!
FIRE! FIRE! FIRE!

Male CE Goblin Warpriest of Zarongel 1
Age: 16 / Height: 2' 3" / Weight: 33 lbs.
Hair: Greasy patches that are mostly burned off / Eyes: Red

Abilities and Stats:

STR: 10 (+0) / DEX: 17 (+3)/ CON: 12 (+1)
INT: 13 (+1) / WIS: 14(+2)/ CHA: 8 (-1)
HP: 9
Initiative: +3
Move Rate: 30 ft (20 in armor)
AC: 20, Touch: 14, Flat Footed: 17 (Armor +5 , Dex +3, Shield +1, Size +1)
BAB: +0
CMB: +0
CMD: 13
Saves: Fort +3; Reflex +3; Will +3
Senses: Darkvision 60ft, Perception +2

Combat:

Melee
Dogslicer +4; 1d4, 19-20 x2

Skills:

Knowledge (religion) (1) +5 (Int +1)
Sense Motive (1) +6 (Wis +2)
Spellcraft (1) +5 (+1 Int)

Background Skills:
Lore (Goblin History) (1) +5 (+1 Int)
Handle Animal (1) +3 (-1 Cha)

Modifiers: Armor Penalty -4, Stealth +4 (Size), +4 Survival to forage for food
Languages: Common Goblin, Gnoll

Racial Abilities:

Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Eat Anything: Goblins with this trait gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause the nauseated or sickened conditions.

Character Traits:

Wolf Cub: Your body has clumps of ugly fur, a sure sign of wolf blood! You win! Once per day as a standard action, you can take a deep breath through your nose to gain the scent ability for 1 minute.
Advantageous Distraction: Like most goblins, you’re easily distracted. Unlike most goblins, though, you have a knack for being distracted at the right time, especially when it comes to avoiding pain. Once per day as a swift action, you can be momentarily distracted in combat— ducking an axe swing to inspect a toadstool, or stooping behind a tree to lick some bark and accidentally avoiding an arrow, and so on. When you activate this ability, you gain a +2 dodge bonus to your AC for 1 round.

Warpriest Abilities:

Spell Casting (Divine): 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. 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. In addition, he receives bonus spells per day if he had a high Wisdom score.
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.

Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table Warpriest. These spells are cast as any other spell, but aren't expended when cast and can be used again.

Spontaneous Casting (Inflict): 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.

Aura (Chaotic, Evil): 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).

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 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.

Warpriest Blessings:

4/day each, save DC 13

Fire 3/4
Fire Strike (minor): At 1st level, you can touch one weapon and enhance it with the grandeur of fire. For 1 minute, this weapon glows red-hot and deals an additional 1d4 points of fire damage with each hit. This additional damage doesn't stack with the additional damage from the flaming or flaming burst weapon special abilities.

Travel
Agile Feet (minor): At 1st level, as a swift action you gain increased mobility. For 1 round, you ignore all difficult terrain (including magical terrain) and take no penalties for moving through it.

Feats:

Weapon Finesse: Substitute Dex for Str on attack rolls with certain weapons.
Weapon Focus (Dogslicer): +1 to attack rolls with dogslicer

Spells:

Level 0: Bleed, Resistance, Spark
Level 1: Cure Light Wounds, Ray of Sickening

Gear and Property:

Dogslicer 8 gp
Spiked Hide 65 gp
Spiked Throwing Light Wooden Shield 63 gp
Armor Kilt 23 gp
Wooden Holy Symbol 1 gp