Rotrovio

Ursion Gallonica's page

1 post. Alias of Brian Minhinnick (RPG Superstar Season 9 Top 16).


About Ursion Gallonica

Ursion Gallonica
Human (Chelaxian) Asmodean Warpriest (Champion of the Faith) 1
LE Medium humanoid (human)
Init +3; Senses Perception +2
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Defense
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AC 16, touch 11, flat-footed 17 (+5 armor, +1 Dex)
hp 14 (1d8+6)

Fort +4, Ref +1, Will +4

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Offense
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Speed 30 ft. (20 in armor)

Melee greatsword +5 (2d6+6 19-20x2)

Ranged spear +1 (1d8+3 20x3) 20' range OR HotA greatsword +3 (2d6+4 19-20x2) 30' max range

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Blessings (3/day, DC 13)
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Fire Blessing

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.

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.

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Warpriest Spells (CL 1st; Concentration +3)
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0 - (3/day) enhanced diplomacy, light, spark

1st - (2/day) cure light wounds x2
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Statistics
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Str 18, Dex 12, Con 14, Int 8, Wis 14, Cha 10
Base Atk +0; CMB +4; CMD 15

Languages Common, Infernal

Traits Thrune informant (Knowledge (Local)), Suspicious, Reactionary

Feats Toughness, Verify, Weapon Focus (Greatsword)
(Note to self:take kinslayer at level 3)

Skills (2 points: 2 warpriest, -1 int, 1 human, 2 background)
Climb (Str) -1
Craft (Int)
Diplomacy (Cha)
Handle Animal (Cha)
Heal (Wis)
Intimidate (Cha)
Knowledge (engineering) (Int)
Knowledge (Local) (Int) +4 (1 rank, -1 int, 3 class, 1 trait)
Knowledge (religion) (Int)
Linguistics +0 (1 rank, -1 int)
Profession (Wis)
Ride (Dex)
Sense Motive (Wis) +7 (1 rank, 2 wis, 3 class, +1 trait) (+12 to determine whether a creature is lying when you ask if it has followed the terms of a contract or deal to which it formally agreed)
Sleight of Hand (Dex) +2 (1 rank, 1 dex)
Spellcraft (Int)
Survival (Wis)
Swim (Str) -1

Other Gear scale mail, spears x3, greatsword, 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, 18 gp

Encumbrance 87 lbs (Medium)

Favored Class Warpriest (HP)

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Special Abilities
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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).

Blessings (Su) (3/day; DC 13)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.

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.

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. 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.

At 1st level, a champion of the faith gains the sacred weapon class feature as normal. However, this ability does not grant the 4th-level ability to enhance the champion of the faith's weapon with divine power, nor does it grant any subsequent increases to that ability. Instead, at 4th level, any sacred weapon wielded by a champion of the faith counts as having his chosen alignment for the purposes of overcoming damage reduction.

Chosen Alignment (Evil): At 1st level, a champion of the faith must select one of the following as his chosen alignment: chaos, evil, good, or law. This choice must be one of the alignments shared by the champion of the faith and his deity. Champions of the faith who are neutral with no other alignment components (or whose deity is) can choose any of the above alignments for this purpose. Additionally, a champion of the faith must select the blessing corresponding to his chosen alignment, even if it's not on his deity's list of domains.

His chosen alignment's opposite is referred to as his opposed alignment. Good and evil oppose one another, just as law and chaos oppose one another.

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Description
Ht:6'4"
Wt:200 lbs
Age:30
Hair:Black, sprinkled with grey
Eyes:Dark slate-grey
Skin:Pale, scarred

Ursion is a large, rugged looking man. He is in his early middle age, but in good phsyical shape. His face shows signs of past violence in the scars spattered across it. He wears a two handed sword at his waist and scale mail armor over Asmodean regalia in red and black.

Background

Ursion was born as a bastard in the northern frontier regions of Cheliax. His mother is married to the local miller in their nameless village, but she had an affair with a charismatic priest of Asmodeus who once passed through their village. Urison has three older sisters born to his stepfather. His ‘father’ always hated Ursion for the affair that he represented. Four years after Ursion was born, his mother gave birth to one more girl.

Ursion grew up under the harsh care of the man who hated him, always hard at work in the mill doing the endless chores required of a peasant. One year, when Urison was near his age of majority, a group of farmers from a neighboring village had a bad harvest. Winter was fast approaching and they knew they would starve. The men decided to steal what they needed to last through the winter. They attacked the mill, wounding Ursion and his father, and kidnapping his little sister Rowena. Ursion was the least injured of the two, so he saddled up their old donkey and rode as fast as he could to the nearest town to report the attack. Several days later he returned with a few hellknights who were stationed in the town’s garrison. The hellknights found the rebels, and easily crushed them in battle. After the fighting was over, they found Rowena dead, having been violated by the men after their raid. The loss of Rowena changed Ursion, hardening his heart and making him hate weakness and disorder.

As soon as he was able Ursion traveled to the nearest temple of Asmodeus and enrolled in priestly training. His size and strength led him to join the ranks of the warpriests. After completing his basic training, Ursion was assigned to the domestic intelligence wing of the church as a basic informant. He was trained in interrogation as well as gathering information from local subjects loyal to Thrune. He has spent several years traveling the empire rooting out sedition and disorder in the name of the church, and then destroying it with ruthless efficiency. With the recent advent of the Glorious Reclamation, Ursion has been sent to Longacre to root out any trace of the sect that might exist and destroy it for the glory of House Thrune and the Church of Asmodeus.