Taergan Flinn

Zandomir Talathel's page

403 posts. Alias of Zektolna.


Full Name

Zandomir Talathel

Race

Half-elf

Classes/Levels

Warpriest 7 | HP 40/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16

Resources:
Sacred Weapon 0/7, Fervor 0/6, Channels 0/2, Blessings 5/6

Age

54

Alignment

NG

Deity

Desna

Languages

Common, Elven, Celestial, Aklo

Strength 14
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 16
Charisma 8

About Zandomir Talathel

Stats:

Zandomir Talathel
Male Half-elf Warpriest of Desna

HP 52
Init 4
BAB 5 CMB 7 CMD 21
AC 20 touch 14 ff 16
Fort 7 Ref 7 Will 11 (immune to magic sleep effects, +2 against enchantment spells and effects, +2 against fear effects)
Speed 30 ft.
Melee weapon Masterwork Starknife +8 (1d8+2 x3)
Ranged weapon +2 Composite Longbow (+2) +12 or +10/+10 (w/ Rapid Shot) (1d8+6)
Feats Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow), Extra Channel, Weapon Specialization (Longbow), Deadly Aim
Alternate Racial Traits Dual-Minded, Fey Thoughts (Perception, Stealth)
Traits Holy Tattoo, Stoic Optimism, Sensitive Mind (Appraise)
Drawback Self-Doubting (Your ever-present fear of failure causes a downward spiral. The first time each day that you fail a Will saving throw or skill check, you take a -2 penalty on the next Will saving throw or skill check of that kind.)

Spells: CL 7th; concentration +10
Spells per day: five 1st level [DC 14], four 2nd level [DC 15], two 3rd level [DC 16]

Rapid Shot Attacks:
[dice=Longbow Attack 1 (w/Durable Cold Iron Arrow)]d20+12-2+1[/dice]
[dice=Damage]d8+6+1[/dice] (Rapid Shot, Point-Blank)
[dice=Good Damage]d6[/dice][dice=Electricity Damage]d6[/dice]
[dice=Longbow Attack 2 (w/Durable Cold Iron Arrow)]d20+12-2+1[/dice]
[dice=Damage]d8+6+1[/dice] (Rapid Shot, Point-Blank)
[dice=Good Damage]d6[/dice][dice=Electricity Damage]d6[/dice]

Skills:

Adventuring Skills
2 + Int (1) per level (3 total)

Heal +9
Knowledge (religion) +6
Perception +16
Sense Motive +12
Spellcraft +6
Survival +8

Background Skills
2 per level

Appraise +11
Knowledge (engineering) +11
Linguistics +2

Gear:

Belt of incredible dexterity +2 [4,000 gp]
Masterwork Starknife [324 gp]
+2 Composite Longbow (+2) [8,300 gp]
+1 Mithral Shirt [2,100 gp]
Headband of Inspired Wisdom +2 [4,000 gp]
Amulet of Natural Armor +1 [2,000 gp]
Cloak of Resistance +1 (1,000 gp)
Holy Symbol (Tattoo) of Desna (from trait)
Durable Cold Iron Arrows (40) [44 gp]
Durable Alchemical Silver Arrows (20) [23 gp]
Durable Adamantine Arrows (10) [610.5 gp]
Blunt Arrows (40) [4 gp]
Smelling salts [25 gp]
Wand of Cure Light Wounds (34 charges) [750 gp]
Explorer’s Outfit (Starting Outfit)

723.5 gp

Warpriest Class Features:

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.

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 (see Table 15–9 on page 469 of the Core Rulebook). 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.

Spontaneous Casting: 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.

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.

As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he 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.

Bonus Feats: At 3rd level and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The warpriest must meet the prerequisites for these feats, but he treats his warpriest level as his base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice) for the purpose of qualifying for these feats. Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level.

Channel Energy (Su): Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn’t provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability.

A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.

Sacred Armor (Su): 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 (see Table 15–4 on page 463 of the Core Rulebook). 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.

When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his fervor.

Blessings:

Good and Liberation
6/day

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.

Liberation (minor): At 1st level, for 1 round as a swift action, you can ignore impediments to your mobility and effects that cause paralysis (as freedom of movement). You can activate this blessing even if you’re otherwise unable to take actions, but not if you’re unconscious.

Backstory:

Zandomir Talathel, known as just “Zan” to his friends, was born to a human mother and elven father. His father, Lanliss, was so taken with his mother, Iolana, that he agreed to leave his home in the Mierani Forest to travel with her and her band of Varisian wanderers. A few years after beginning their life together, they had Zan.

Like his parents, Zan took readily to the Desnan faith. His parents wanted him to train to be a cleric, but he proved unfit to take that path. His inability to do so led him to a lifelong problem of self-doubt. Could he measure up to the standards of his parents? He didn’t seem to think so. Despite his fears, he still grew in his understanding of Desna’s ways. His family’s wandering caravan was attacked by bandits shortly after Zan became a teenager. To help defend against the attackers, he took up his family’s hunting bow. In doing so, he found a path that could allow him to both heal and fight, to aid and to defend. He took up the way of the warpriest.

He traveled with his parents in the caravan till his early twenties when wanderlust took him. Bidding his family farewell, he traveled from city to city across Varisia and much of northern Avistan for the better part of three decades. He made his way by serving as a defender or healer as each town had need. The more removed he became from his time with his family, the fewer and fewer scruples Zan had with the work he took. When his wanderlust finally began to fade, he found himself in Ustalav and took work with Count Hasterton Lowls. The rest is a haze.

Description & Personality:

Zan stands 6’4’’ inches tall. His red hair and headband are both traits he gets from his mother. His height and build come from his father who also taught Zan much of what he knows about fighting. His facial expressions tend to make him appear more stern and stoic than he actually is. Still, age has given him a bit more realism when it comes to his outlook on life.

Zan thinks about the world as he believes Desna does: a place worth wandering but also one that needs good people to do the wandering. He thinks he’s a bit strange as he’s never met another warpriest of Desna. While he does frequently doubt himself, he also recognizes how important it can be to have someone like him when a battle breaks out. Thus, he’ll do his best to hold the line should a defender be needed, even if he's sometimes reluctant to do so. While he has mostly ended his wandering with age, he still looks to Desna to guide him toward the correct path.

Status:

HP: 52/52
Active Effects:
Spells Per Day - 0th: 5/5, 1st: 5/5, 2nd: 4/4, 3rd: 2/2
Spells Prepared
0th - Stabilize, Detect Magic, Detect Poison, Light, Guidance
1st - Divine Favor [ ], Remove Fear (x2)[ ] [ ], Bless [ ], Protection from Evil [ ]
2nd - Communal Protection from Evil (x2)[ ] [ ], Lesser Restoration [ ], Burst of Radiance (DC 15) [ ]
3rd - Beacon of Luck [ ], Invisibility Purge [ ]
Sacred Weapon - 7/7
Fervor - 4/6
Channels - 2/2
Blessings - 6/6
CLW Wand (34 charges)


Dreamlands Copy of Character:

Stats
Zandomir Talathel
Male Half-elf Warpriest of Desna

HP 52
Init 4
BAB 5 CMB 7 CMD 21
AC 20 touch 14 ff 16
Fort 7 Ref 7 Will 11 (immune to magic sleep effects, +2 against enchantment spells and effects, +2 against fear effects)
Speed 30 ft.
Melee weapon Masterwork Starknife +7 (1d8+2 x3)
Ranged weapon +2 Composite Longbow (+2) +12 or +10/+10 (w/ Rapid Shot) (1d8+6)
Feats Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow), Extra Channel, Weapon Specialization (Longbow), Deadly Aim
Alternate Racial Traits Dual-Minded, Fey Thoughts (Perception, Stealth)
Traits Holy Tattoo, Stoic Optimism, Sensitive Mind (Appraise)
Drawback Self-Doubting (Your ever-present fear of failure causes a downward spiral. The first time each day that you fail a Will saving throw or skill check, you take a -2 penalty on the next Will saving throw or skill check of that kind.)

Spells: CL 7th; concentration +10
Spells per day: five 1st level [DC 14], four 2nd level [DC 15], two 3rd level [DC 16]

Rapid Shot Attacks:
[dice=Longbow Attack 1 (w/Durable Cold Iron Arrow)]d20+12-2+1[/dice]
[dice=Damage]d8+6+1[/dice] (Rapid Shot, Point-Blank)
[dice=Good Damage]d6[/dice][dice=Electricity Damage]d6[/dice]
[dice=Longbow Attack 2 (w/Durable Cold Iron Arrow)]d20+12-2+1[/dice]
[dice=Damage]d8+6+1[/dice] (Rapid Shot, Point-Blank)
[dice=Good Damage]d6[/dice][dice=Electricity Damage]d6[/dice]

Skills

Adventuring Skills
2 + Int (1) per level (3 total)

Heal +9
Knowledge (religion) +6
Perception +16
Sense Motive +12
Spellcraft +6
Survival +8

Background Skills
2 per level

Appraise +11
Knowledge (engineering) +11
Linguistics +2

Gear

Belt of incredible dexterity +2 [4,000 gp]
Masterwork Starknife [324 gp]
+2 Composite Longbow (+2) [8,300 gp]
+1 Mithral Shirt [2,100 gp]
Headband of Inspired Wisdom +2 [4,000 gp]
Amulet of Natural Armor +1 [2,000 gp]
Cloak of Resistance +1 (1,000 gp)
Holy Symbol (Tattoo) of Desna (from trait)
Durable Cold Iron Arrows (40) [44 gp]
Durable Alchemical Silver Arrows (20) [23 gp]
Durable Adamantine Arrows (10) [610.5 gp]
Blunt Arrows (40) [4 gp]
Smelling salts [25 gp]
Wand of Cure Light Wounds (34 charges) [750 gp]
Explorer’s Outfit (Starting Outfit)

723.5 gp

Warpriest Class Features
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.

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 (see Table 15–9 on page 469 of the Core Rulebook). 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.

Spontaneous Casting: 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.

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.

As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he 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.

Bonus Feats: At 3rd level and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The warpriest must meet the prerequisites for these feats, but he treats his warpriest level as his base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice) for the purpose of qualifying for these feats. Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level.

Channel Energy (Su): Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn’t provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability.

A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.

Sacred Armor (Su): 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 (see Table 15–4 on page 463 of the Core Rulebook). 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.

When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his fervor.

Blessings

Good and Liberation
6/day

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.

Liberation (minor): At 1st level, for 1 round as a swift action, you can ignore impediments to your mobility and effects that cause paralysis (as freedom of movement). You can activate this blessing even if you’re otherwise unable to take actions, but not if you’re unconscious.

Backstory

Zandomir Talathel, known as just “Zan” to his friends, was born to a human mother and elven father. His father, Lanliss, was so taken with his mother, Iolana, that he agreed to leave his home in the Mierani Forest to travel with her and her band of Varisian wanderers. A few years after beginning their life together, they had Zan.

Like his parents, Zan took readily to the Desnan faith. His parents wanted him to train to be a cleric, but he proved unfit to take that path. His inability to do so led him to a lifelong problem of self-doubt. Could he measure up to the standards of his parents? He didn’t seem to think so. Despite his fears, he still grew in his understanding of Desna’s ways. His family’s wandering caravan was attacked by bandits shortly after Zan became a teenager. To help defend against the attackers, he took up his family’s hunting bow. In doing so, he found a path that could allow him to both heal and fight, to aid and to defend. He took up the way of the warpriest.

He traveled with his parents in the caravan till his early twenties when wanderlust took him. Bidding his family farewell, he traveled from city to city across Varisia and much of northern Avistan for the better part of three decades. He made his way by serving as a defender or healer as each town had need. The more removed he became from his time with his family, the fewer and fewer scruples Zan had with the work he took. When his wanderlust finally began to fade, he found himself in Ustalav and took work with Count Hasterton Lowls. The rest is a haze.

Description & Personality
Zan stands 6’4’’ inches tall. His red hair and headband are both traits he gets from his mother. His height and build come from his father who also taught Zan much of what he knows about fighting. His facial expressions tend to make him appear more stern and stoic than he actually is. Still, age has given him a bit more realism when it comes to his outlook on life.

Zan thinks about the world as he believes Desna does: a place worth wandering but also one that needs good people to do the wandering. He thinks he’s a bit strange as he’s never met another warpriest of Desna. While he does frequently doubt himself, he also recognizes how important it can be to have someone like him when a battle breaks out. Thus, he’ll do his best to hold the line should a defender be needed, even if he's sometimes reluctant to do so. While he has mostly ended his wandering with age, he still looks to Desna to guide him toward the correct path.

Status
HP: 52/52
Active Effects:
Spells Per Day - 0th: 5/5, 1st: 5/5, 2nd: 4/4, 3rd: 2/2
Spells Prepared
0th - Stabilize, Detect Magic, Detect Poison, Light, Guidance
1st - Divine Favor [ ], Remove Fear (x2)[ ] [ ], Bless [ ], Protection from Evil [ ]
2nd - Communal Protection from Evil (x2)[ ] [ ], Lesser Restoration [ ], Burst of Radiance (DC 15) [ ]
3rd - Beacon of Luck [ ], Invisibility Purge [ ]
Sacred Weapon - 7/7
Fervor - 4/6
Channels - 2/2
Blessings - 6/6
CLW Wand (34 charges)