Follower of Szuriel

Thandir Halftusk's page

206 posts. Alias of Grumbaki.


Race

Wounds (0) HP (51) Saves (9/7/9) AC (23/11/22) Initiaitve (+1) Wand (32) CMD (20/22)

Classes/Levels

F (0/4) Blessings (5/5) SW (5/5) Lvl 1 (1/5) Lvl 2 (3/4) Percp, Survival (+11) Intim (+6)

Gender

CAMPAIGN COMPLETE!

Deity

Korada

Languages

Common, Orc, Giant

Strength 18
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 14
Charisma 7

About Thandir Halftusk

Combat with Power Attack
* To Hit: +10 (+4 BaB +4 Str + 1 WT + 1 WF) Roll twice pick better)
* Damage: 2d12+13 (+6 str +6 PA +1 WT)
* Divine Favor: +3 Hit +3 Damage
* Bull’s Strength: +2 Hit +3 Damage

Korada:
Korada is the Champion of peace, kindness, and forgiveness. While he loves and respects his fellow empyreal lords for their tireless fight against wickedness, Korada believes good’s final triumph will come from the redemption of evil creatures rather than their destruction. Honest, joyful, and clever, the Open Hand of Harmony dispenses wisdom with warmth and humility, and freely shares the secrets he has amassed over ages of study and meditation. Korada’s dedication to philosophy and introspection have garnered him the ability to read the diverse threads of the world, see their nearly limitless connections, and then act on them with uncanny foresight. With neither the naïvety of youth nor the jaded weariness of age, Korada is a perfect balance of sentient intelligence and animal instinct, at home wherever he is.

Though he can assume many forms, Korada’s true appearance is a slender, athletic man wearing a simple monk’s robe. He has a golden monkey-like beard and sideburns, three monkey tails, and a light layer of downy golden fur covering the rest of his body.

On Nirvana, Korada dwells in the Dream Lotus, a serene palace city whose blossoming violet walls always drip with cool, golden nectar that is said to calm even the wildest of spirits. It’s a place of refuge and healing, and no violence is allowed within its walls; those with problems controlling their anger are sent to meditate at one of its many calming sacred pools.

Korada is said to possess the gift of foresight, but he rarely acts on these strange visions. He believes the struggle to change is always worthwhile, even if such a journey does not always end in success. It’s the process, not the result, that matters most to Korada.

Despite his staunch dedication to peace, Korada’s skill in battle is respected, and he’s able to utilize almost any fighting style without a second’s pause. He may be responsible for inspiring or teaching the animal combat styles to mortals, using various guises over the course of history on many worlds—or he may even have persuaded the creator gods to give the animals their instincts and talents for fighting, which led to mortals studying and emulating animal combat styles.

Korada’s reputation for peace and martial skill earned him the role of the diplomat of the empyreal lords and their celestial armies. Balor lords, demodand warlords, and even infernal dukes have (temporarily) abandoned their dreams of conquest and warmongering when the Open Hand of Harmony has arrived—alone—in their court to suggest that they consider a different path. These visits always leave behind a path of dazed and stunned fiends, surprised and awed by how easily he defeated them; most silently suffer this indignation and plan vengeance for the next time he appears.

Although Korada is usually serene and gentle, he has a mischievous side and has been known to poke fun at or harass his opponents like a capricious monkey. He combines his skill in battle and gift for trickery to lead dangerous opponents away from innocents or into places where they can more easily be captured or subdued.

That said, Korada abhors violence, and he prefers to make nonlethal attacks (using his primal aura and tranquil master abilities), disabling foes so he can speak to them of their weakness. He dispatches mindless opponents without hesitation, not wanting to waste energy debating or persuading a thing empty of thoughts and incapable of making moral choices. He challenges enemy leaders to single combat if doing so would prevent violence between other combatants.

Korada’s Faith

Korada is worshiped by good fey, awakened animals, and mortal clerics and monks seeking inner peace. Many who have lived with constant violence pray to Korada for guidance in finding balance; others are inspired by his light heart and willingness to confront wickedness with compassion and humor. Many who worship him are once-evil creatures who chose the path of redemption, as well as paladins who strayed and are working to stay true to the path of righteousness and mercy. The empyreal lord’s sacred places are diplomatic embassies, mountain monasteries, and wells.

Korada’s holy symbol is two devotees kneeling before a lotus or a golden monkey with three tails. His favored weapon is the unarmed strike. His clerics have access to the domains of Good, Healing, Magic, and Protection, and the subdomains of Agathion, Defense, Divine, and Restoration.

Thandir and Korada:

Thandir is not the best priest of Korada. He loves battle, and revels in the joy of carnage. He was converted to Korada, and sees his worship of the god as proof that he is no longer evil, and that his past sins have been forgiven. He continues to fight because he loves it, though he will (usually) accept surrender from a foe. Once accepted, he will give the evil-doer the chance to follow the path of redemption, just as he was given. If they refuse...well, who can blame him for what comes next?

Actual monks and priests of Korada would likely be very embarrassed by the half-orc's methods and outlook on life.

Race and Traits:

Race Half-Orc
* Darkvision: 60ft
* Burning Assurance: +2 Diplomay
* Weapon Familiarity
* Sacred Tattoos: +1 luck bonus saves

Traits
* Lightning Reflexes: +1 Ref
* Fate’s Favored: +1 luck bonuses

Feats, Skills and Equipment:

Feats
Lvl 1 Bonus: Improved Unarmed Strike (1d6)
Lvl 1 Bonus: Weapon Focus Greataxe
Lvl 1: Weapon of the Chosen (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.)
Lvl 3 Bonus: Improved Weapon of the Chosen (This feat acts as Weapon of the Chosen, except you gain the benefits on all attacks until the start of your next turn. Your attacks gain a single alignment component of your deity—either chaotic, evil, good, or lawful—for the purpose of overcoming damage reduction. If your deity is neutral with no other alignment components, your attacks instead overcome damage reduction as though your weapon were both cold iron and silver.)
Lvl 3: Greater Weapon of the Chosen (When you use your deity’s favored weapon to attempt a single attack with the attack action, you roll two dice for your attack roll and take the higher result. You do not need to use your Weapon of the Chosen feat to gain this feat’s benefit. As usual, the reroll does not apply to any confirmation rolls.)
Lvl 5: Power Attack
Lvl 6: Vital Strike

Skills
* Perception: 6 skill points (+11)
* Survival: 6 skill points (+11)
* Intimidate: 6 skill points (+7)
* Diplomacy: 0 skill points (+0!)

Equipment
* Fullplate +1
* Greataxe Axe +1
* Ring of Protection +1
* Amulet of Natural Armor +1
* Holy Symbol Tattoo
* Wand of CLW
* Fighter’s Kit
* 10 Chakrams
* 5 gold iron chakrams
* Silver blanch
* 6 gold

Arsenal Champion Warpriest (6):

War Blessing 3 + 1/2 his warpriest level
* 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.

Fervor
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 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.

Sacred Weapon
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.

Weapon Training
* At 5th level, an arsenal chaplain gains weapon training as per the fighter class feature, but the benefits of this weapon training apply only to the his sacred weapons (weapons with which the warpriest has taken Weapon Focus).

Spells:

Lvl 0
* Stabilize
* Create Water
* Light
* Purify Food and Drink

Lvl 1
* 5x divine favor (can be CLW)

Lvl 2
* 1x Bull’s Strength (Can be CMW)
* 1x Lessor Restoration (Can be CMW)
* 2x Instant Weapon

Level Plan:

Lvl 6: Vital Strike (6d6)
Lvl 7: Furious Focus
Lvl 8: Str 20
Lvl 9: Shield Focus, Unhindering Shield
Lvl 11: Extra Traits (Diplomacy as class skill, Int for intimidate)
Lvl 12: Improved Vital Strike (9d6), Wis15
Lvl 13: Toughness
Lvl 15: Greater Weapon Focus, Weapon Specialization
Lvl 16: Wis20
Lvl 17: Dodge
Lvl 18: Greater Vital Strike
Lvl 19: Ironhide
Lvl 20: Cha8