Visarya Adica's page

2 posts. Alias of Kris Vanhoyland.

Full Name

Visarya Adica




Warpriest 2




Medium, 6'7', 175 lb.




Lawful Good




Common, Samsaran, Minkaian, Celestial

Strength 15
Dexterity 14
Constitution 12
Intelligence 15
Wisdom 18
Charisma 12

About Visarya Adica

Visarya Adica
Female samsaran warpriest of Shizuru 2
LG Medium humanoid (samsaran)
Size 6' 7"; 175 lb.; Age 96
Init +2; Senses low-light vision; Perception +4
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
hp 19 (2d8+4)
Fort +4, Ref +3, Will +8; +2 vs. death effects, negative energy effects, negative levels
Defensive Abilities lifebound
Speed 30 ft. (20 ft. in armor)
Melee mwk katana +5 (1d8+2/18-20)
Ranged mwk composite longbow +4 (1d8+2/x3)
Special Attacks blessings 4/day (Glory: glorious presence, Good: holy strike), fervor 5/day (1d6), sacred weapon (1d6, +0, 0)
Spell-Like Abilities (CL 2nd; concentration +3)
1/day—comprehend languages, deathwatch, stabilize
Warpriest Spells Prepared (CL 2nd; concentration +6)
1st—divine favor, grace, true strike
0 (at will)—detect magic, enhanced diplomacy, guidance, light
Str 15, Dex 14, Con 12, Int 14, Wis 18, Cha 13
Base Atk +1; CMB +3; CMD 15
Feats Weapon Focus (katana), Weapon Of The Chosen
Traits deft dodger, missing son or daughter
Skills Diplomacy +6, Intimidate +6, Knowledge (religion) +6, Sense Motive +8, Spellcraft +6, Survival +8
Languages Celestial, Common, Minkaian, Samsaran
SQ mystic past life
Combat Gear potion of cure light wounds (4)
Other Gear mwk lamellar (steel) armor, mwk heavy steel shield, arrows (20), mwk composite longbow (+2 Str), mwk katana, bedroll, belt pouch, flint and steel, mwk backpack, mess kit[UE], pot, silk rope (50 ft.), silver holy symbol of Shizuru, soap, spell component pouch, trail rations (5), waterskin
Wealth 282 gp, 1 sp
Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.
Fervor (1d6, 5/day) (Su) At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. She can also use this ability to quickly cast spells that aid in her struggles. This ability can be used a
number of times per day equal to 1/2 her warpriest level + her 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 she possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets herself, 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 she 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 she 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.
Glorious Presence (DC 15) (Su) At 1st level, you can touch an ally and grant it a glorious blessing. For 1 minute, the ally becomes mesmerizing to her foes. This functions as sanctuary, except if the ally attacks an opponent, this effect ends with respect to only that opponent. This is a mind affecting effect.
Holy Strike (Su) At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mystic Past Life You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.
Sacred Weapon (Su) At 1st level, weapons wielded by a warpriest are charged with the power of her 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 she 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 her level and not the weapon type. At 4th level, the warpriest gains the ability to enhance one of her 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, she 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 good, she can add ghost touch and holy. If she is lawful, she can add axiomatic and merciful. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost 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).
Weapon of the Chosen The influence of your deity guides your favored weapon. As a swift action, you can call upon your deity to guide an attack you make with your deity's favored weapon. On your next attack in that round with that weapon, your weapon counts as magical for the purpose of overcoming damage reduction or striking an incorporeal creature. If your attack misses because of concealment, you can reroll your miss chance one time to see whether you actually hit.
Background: Visarya has traveled far and wide since leaving her homeland of Tian Xia. At the moment, she finds herself in Korvosa, a city she is quickly realizing is crippled by decadence and corruption. She has vague memories of her previous life as a proud paladin named Adica and participating in the First Mendevian Crusade about a century ago, sometimes waking in the middle of the night as half-remembered demonic hordes plague her dreams.

For the past few years, Visarya has wandered Golarion, seeking employ here and there as a sword for hire, although she has proven to be quite selective with her employers. Currently she is, or rather, was, under the employ of some local nobleman as a bodyguard for their household. During a trip to the markets however, their youngest son went missing, and the blame fell to her. This was met with a rather sudden ending of their business relation, but Visarya's honor prevents her from just leaving the matter at rest, and so the past few weeks she's found herself wandering the streets of Korvosa, rather aimlessly, as she searches for rumors and shadows.

Physical description: Visarya is a samsaran, nearly seven feet tall. Her skin is azure blue, contrasted by the midnght black of her hair. Her white, pupil-less eyes many people find unnerving, and they give her a stern demeanour. She is clad in a rather uncommon armor seemingly made of row upon row of small steel plates. At her hip she carries a strange curved blade, and from her neck dangles a silver symbol of the same blade in front of a sun.