Shorafa Pamodae

Zyblina Arvanxi's page

174 posts. Alias of Monkeygod.


Race

Tiefling

Classes/Levels

Legendary Warpriest

Gender

Female

Size

Medium

Alignment

Neutral Good

Deity

Sarenrae

Languages

Abyssal, Celestial, Common, Ignan, Infernal.

Strength 16
Dexterity 13
Constitution 14
Intelligence 12
Wisdom 14
Charisma 14

About Zyblina Arvanxi

Basic Info:
Initiative+1, Senses Perception+8, darkvision 60ft

Defense:
AC 15(10, +4 armor, +1 Dex) , Touch 11 , Flat-Footed 14

HP 33(24+9 Con)

Fort+7(+3, +3 Con, +1 Res), Ref+3(+1, +1 Dex, +1 Res) , Will+6(+3, +2 Wis, +1 Res, +1 Will Saves vs. Fear, Horror, and Madness effects). Resist Cold resistance 5, Electricity resistance 5, Fire resistance 5.

Offense:
Speed 30ft

Melee +8 scimitar(1d6+4/18-20/x2)

Ranged +3 longbow(1d8/x3)

Special Attacks: Produce Flame 1/day

Statistics:
Base Attack+2 CMB+5, CMD 16

Feats Extra Fervor(1st), Weapon Focus(scimitar, 3rd).

Traits:

Fate’s Favored:
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Prolong Magic: Constant drills and preparation allow you to get more out of your innate magic. Whenever you use a spell-like ability gained through your tiefling heritage, it automatically acts as if affected by the Extend Spell metamagic feat.

Alternate Racial Traits:
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Skills(5/lvl) Diplomacy (Cha)+8, Heal (Wis)+8, Knowledge(planes)+5, Knowledge (religion) (Int)+7, Perception(Wis, +2 Tiefling)+8, Sense Motive (Wis)+8, Spellcraft (Int)+5.

Background Skills: Handle Animal (Cha)+9, Knowledge(History(Int)+5, Linguistics(Int)+7.

Drakov Legacy: +2 Bonus to Constitution
Handle Animal is a class Skill and you gain a +2 Legacy Bonus to that skill.
+1 Will Saves vs. Fear, Horror, and Madness effects.

Spellcasting:

Spells Per Day: 0: 4, 1: 4

Typical Spells Prepared:
0: Detect Magic, Guidance Light, Resistance
1: Bless, Divine Favor, Shield of Faith

Class Features:

Fire Blessing:

Fireshot (Su):

You can call the fires of your faith into a burning sphere to throw at your enemies. As a standard action you may create and throw one orb of fire. You may target any creature within 60 feet with a ranged attack. If the orb hits, it deals 1d8 points of fire damage per two class levels you possess. This orb of fire can ignite flammable objects. (2d8 fire)

Good Blessing:

Weapon of Holy Light (Su)
You can expend a use of fervor as a swift action to cause your weapon to shine with a holy light. The color of this light depends upon your deity or faith, shining with the light of a torch. For 1 minute, your strikes are considered good for overcoming damage reduction and deal an additional 1d4 damage against evil creatures. At 7th and 14th levels, this damage increases by 1d4.

Fervor (Su): Beginning at 2nd level, a legendary warpriest can cast a spell they have prepared with a casting time of 1 round or shorter as a swift action. When cast in this way, the spell can only target the warpriest, even if it could normally target 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. The warpriest may use this ability a number of times per day equal to 1/2 their legendary warpriest level + their Wisdom modifier. (6/day)

Instead of quickening their spellcasting, the legendary warpriest can channel divine energy. Starting at 2nd level, as a standard action that expends a use of fervor, they can heal or harm themselves or a target (by channeling positive or negative energy) with a touch. If they use this ability on themselves, it is a swift action. At 2nd level they heal or inflict 1d6 plus their Wisdom modifier in damage. At 6th level and every 4 levels thereafter, this healing or harming goes up by 1d6.(1d6+2)

Instead of healing or harming at a touch, they can expend two uses of fervor to have the healing or harming affect all creatures within 30 feet as if by a cleric's channel energy. This use of fervor is treated as channel energy for prerequisites, feats and other abilities, though it does not stack with the uses of channel energy provided by other classes.

Weapons of the Faithful (Ex): A legendary warpriest gains a +1 attack bonus to all weapons in a weapon group determined by their deity or faith. The weapon group is any weapon belonging to a weapon group from which the deity's or faith's favored weapon comes from. If the weapon is from multiple weapon groups, the legendary warpriest chooses one and the decision cannot be changed later. For example, if the legendary warpriest's deity has their favored weapon as the dagger, the war priest could choose the light blades or thrown weapon group. The warpriest is considered proficient with all weapons in the chosen group if they are not already.

This bonus increases by +1 at 5th level and every 5 levels thereafter (to a maximum of +5 at 20th level)

Gear:
+1 scimitar, chain shirt, longbow.