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About Vallan IronsonMale dwarf warpriest (iron priest) 1
DEFENSE
Fort +4, Ref +1, Will +6 (+2 vs emotion/fear), +2 vs. poison, spells, and spell-like abilities OFFENSE
Melee mwk greatsword +7 (2d6+4 19-20x2) or Mwk Sap +5 (1d6+3 NL) Ranged shortbow +2 (1d6 x3) STATISTICS
Traits Reactionary, Skymetal Smith Feats Weapon Focus (Greatsword), Technologist Skills (4 warpriest, 2 int, 2 favored class)
Languages Common, Dwarven, Kellid SQ darkvision, defensive training, greed, hardy, hatred, stability, steady, stonecunning, weapon and armor proficiency, weapon familiarity SPELLS (spontaneous cures) 0 (4/day) - detect magic, guidance, mending, purify food and drink 1st (3/day) - divine favor[X], divine favor[X], divine favor[X] SPECIAL ABILITIES
Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype. Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones. Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance. Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking. Weapon Familiarity (Ex) 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 (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) (4/day):
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. Destruction Blessing Destructive Attacks (minor): At 1st level, you can touch an ally and bless it with the power of destruction. For 1 minute, the ally gains a morale bonus on weapon damage rolls equal to half your level (minimum 1). War Blessing War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round. 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). Greatsword. 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. 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. 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. GEAR
Plate Mail 50 lbs. - (1,350 GP discount, ACP -6)
Mwk Greatsword 8 lbs. - 400 GP
Shortbow 2 lbs. - 30 GP
Skymetal Bauble - 100 GP
Wand of Cure Light Wounds (50/50) 750 GP (paid 135)
Traveler's Anytool 2 lbs. - 250 GP (paid 225)
Total weight:77 lbs. (medium encumbrance) Description
Background
In the northern hills and steppes, in a land called Numeria, so-called barbarians live and survive in a climate none think habitable. They are called barbarians by the southern lands who view them as unthinking, brutish, uncultured people. However, the kellids are underestimated by the "civilizations" of the Avistani world. Their leaders do not dress in golden robes but in bear skins. Power is not measured by wealth but by the honor in a name and the strength of a clan. Clans and family units are the equivalents of nations and armies. They are brutes, but only strong hardened people could call those bitter-cold, robot-plagued wastes home. Kings think themselves civilized only to turn on a close friend if it serves their purpose. Barbarians know that civilization is not in pageantry, it is in strength and honor. A kellid clan once raided the camp of traveling dwarven merchants many years ago. It was pleasing to me to watch the battle. I often long for the ancient days of valor, when men and orcs knew nothing but war. The day of the raid, the land was soaked red with the mixed blood of the kellids and Torag's children. Strewn about one particular hill were a dozen kellids dispatched by a lone dwarven woman. A lone woman about to bear a child nonetheless. In the midst of that courageous battle she dropped and began to give birth to the babe. What babe could be born on a field of honor without my notice? As his mother and clan lay dying, I gave the babe the will to fight, as I do for all. After the battle, one of my priests amongst the kellids found the babe clutching his mother's sword, soaked in blood and staring silently upward with no fear. This was the beginning of Vallan Ironson. Vallan's youth was spent in Numeria. He was strong and fierce. He booked no disrespect from anyone, and always spoke his mind honestly, fearing no repercussions. His courage flowed from him, with power that inspired men. Even at that early age, he was respected by his adoptive patriarch, my priest. But the Ironson's spirit could not be contained, and his thirst for adventure could never be quenched in a village. My priest knew this as well. He taught Vallan to fight, and to work metal into armor, as is proper for glorious battle. In his adolescence Vallan was captured during a Technic League raid and was sent to the slave pens. Shortly, thereafter, my priest came after the gearsmen and wizards, and fought with them. Vallan escaped during the battle - my priest did not. Following in his "father's" footsteps, Vallan sought out honorable battle across the land. He tried to kill as many robots as he could, seeking revenge for what the Technic League had done. His eventual acquisition of skymetal lead him to Torch. Vallan has since spent years in and around Torch, seeking battle and learning to smith skymetal. His dedication to combat pleases me, as do the accoutrements of war that he crafts. It is my highest hope that he will learn to harness the power of the sky people fully. For on that day, the lands will drown in the corpses of Vallan's enemies, and much glory will come to my name! Gorumite Aphroisms
Cowards flee, warriors retreat. Will you fight? |