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About Xavier LongsaddleXavier Longsaddle has always been a boring man. Born into the house of a stable hand to a noble lord, he grew up to follow in his father's footsteps, but he had grand dreams as all young men do.
Fortunately for Xavier, he was in a war and the temple of Imoedae needed young brave men, so he was allowed to stay and become a soldier in the inheritor's army. He grew strong and showed some promise as a cleric, but combat called to him, so angered by they abhorrence of the strain of the evil things in his world. Imoedae was too kind, too forgiving. It was not enough to hold back the hoards, Justice demanded they be wiped from the world. The clerics saw much anger in the young man and worried he was losing his faith, that the need for action drove him with an uncommon zeal, even for a battle cleric. He was transferred to a small but well known unit. A strike force, allied with but not beholden to the Inheritor.
Statblock:
Traits Fortunes Favored- +1 to any luck bonus Favored Class bonus 1/6 for BONUS COMBAT FEAT Xavier CR 6
Base Saves
Armor
Protective Item
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Melee +1 Bastard Sword +11/+6
Ranged
Base Atk +6/+1; CMB +10; CMD +20
Skills::
2+1 Human
Acrobatics 0+0(Dex)=0 Bluff 0+2(Cha)=2 Climb 1+3(class)+3(Str)=7 Diplomacy1+3(class)+2(Cha)=6 Disable Device 0+0(Dex)=0 Disguise 0+2(Cha)=2 Escape Artist 0+0(Dex)=0 Fly 0+2(Dex)=0 Handle Animal0+3(class)+2(Cha)=2 Heal 1+3(class)+3(Wis)=7 Intimidate 8+3(class)+2(Cha)+3 (Str)=16 Knowledge-Religion1+3(class)+0(Int)=4 Knowledge-Engineering1+3(class)+0(Int)=4 Perception 1+4(Wis)=5 Perform (sing) 4+2 (Cha)=6 Profession-Stablehand1+3(class)+4(wis)=8 Perform 0+1(Cha)=1 Ride 1+3(class)+0(DEX)=4 Sense Motive1+3(class)+4(Wis)=8 Sleight of Hand 0+0(DEX)=0 Spellcraft 1+3(class)+0(Int)=4 Survival1+3(class)+4(Wis)=8 Swim 1+3(class)+3(Str)=7 Stealth 0+0(DEX)=0 Use Magic Device 0+2(CHA)=2 -5 ACP to Str and Dex checks or 7 if shield worn Gear::
Arms/Armor: 2500gp +1 Fullplate 4gp 2xDagger 20gp Cold Iron Morningstar 98gp Alchemical Silver Warhammer 2035gp +1 Bastard Sword 40gp Armored Coat
Other Gear:
Disposable Magic:
GP: 362 gp Blessings:
Blessings 7/day 5 left 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. Holy Strike (minor): 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. 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).
Fervor:
8/day 4 left 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. Sacred Armor:
8 min/day 7 min left
At 7th level, the warpriest gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability a number of minutes per day equal to his warpriest level. This duration must be used in 1-minute increments, but they don't need to be consecutive. These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other special abilities can be added. The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest's possession. This ability can be ended as a free action at the start of the warpriest's turn. This ability cannot be applied to a shield. Spells Prepared:
0-5prepped) Create Water Detect Magic Enhance Diplomacy Light Mending 1-(5/day)
2-(5/day)
3-(3/day)
Feats/Special::
1-Aura, Blessings (Good,Destruction), focus weapon: Bastard Sword, orisons, sacred weapon (Good aligned), Fey Touched, Dazzling Display 2-Fervor 1d6 3-Detect EvilPower Attack 4-Smite Evil 1/day 5-Fervor 2d6, Divine Protection 6-Intimidating Prowess Favored Class bonus: Shatter Defences 7-Sacred Armor +1, Cornugon Smash 8-Fervor 3d6, Smite Evil 2/day Planned Progression to follow 9-Bonus Feat- GTR Weapon Focus, Disheartening Display or Battlecry
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