Holy Warrior needed for 1E game


Recruitment


We need a replacement holy warrior of Mitra, level 6 for an ongoing Campaign of Dark Tower.
Dark Tower

Our paladin left and War Priest is away on and extended family emergency. The campaign is old school and has a great group, but RL happens.


Are you specifically recruiting for a front line holy warrior type?


yes

Dark Archive

I have an idea for a Dwarven warpriest. Which diety do you think maps closest to Golarion's Torag?


Well our cleric is a Dwarven cleric of Freya, but there is also Dwervater which is closest to Torag. I personally run a 14th level cleric of Torag.

Dwervater
Alignment: Lawful Good
Domains: Forge (Xanathar's Guide to Everything, pg 18), Solidarity (Planeshift Amonkhet, pg 24), Order (Guildmasters' Guide to Ravnica, pg 25)
Symbol: Hammer and anvil
Typical Worshipers: Dwarves, Smiths, Artisans
Favored Weapon: Warhammer

Dwervater appears as an ancient dwarf whose beard is the color of mithral and touches the ground at his feet. He always wears a blackened leather apron over a coat of mithral mail and always carries his mighty warhammer Noolhamr.​ He is a master forger and artisan, often using his warhammer to craft, and is revered by dwarves and other craftsman. In elven lore it was Dwervater who forged the Chromatic Harp upon which Riordan the bard played the Song of Life. A few paladins have chosen to serve Dwervater, and they strive to serve the common folk and act as protectors for places where craftsmen gather to pursue their trade.
__________________


1) Is Mitra worship a requirement?
2) Does the warrior have to be Holy, or just capable of holding a frontline? (I am thinking monk...)


Considering the plot line, a holy fighter is really essential. Mitra is preferred. I had a paladin AND a warpriest of Mitra.


Would you consider a Inquisitor (Sacred Huntmaster) of Mitra? He'd be a halfling riding a lion...


There are lions of Mitra in the module already. Really looking for a paladin or warpriest sorry.

Grand Lodge

What about a Paladin of Darach-Albith? A Sacred Servant who will have chosen the domain of Magic or Animal (Feather) as his devotion.


Mitra

Alignment: Lawful Good
Domains: Life (Player's Handbook), Order (Guildmasters' Guide to Ravnica, pg 25), War (Player's Handbook)
Symbol: Scales bearing twin flames
Typical Worshipers: Paladins, fighters, monks, farmers, Royalty
Favored Weapons: Longsword, Light or Heavy Mace

Mitra is the god of the sun, as well as law and justice, and is the god of wise and just rule. His clergy is widespread, and temples and shrine may be found in all lands. His principles are justice, order and peace. He is the embodiment of the enlightened human caste system where each person has a fairly- determined role in a lawful society intended to create the greatest good for the greatest number.

Mitra requires just and fair treatment of all good beings from his followers, as well as piety and charity. He is often depicted as a noble, strong man of middle years, wearing a pale copper robe and wielding a longsword. Warriors and knights venerate Mitra through great deeds and heroic quests in his name. Commoners show kindness to strangers and help their fellows in times of need. His symbol of a sunburst behind the scales of justice notes his former domain incorporated with his new influences. The noble eagle and lion are his sacred creatures​.
__________________


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Allow me to present Ourias the Paladin of Mitra, the son of poor onion farmers who in his youth saved a knight by hiding his unconscious body in the manure pile while his enemies searched for him. The knight being thankful for the lad's bravery and goodness in the face of possible death took Ourias as his squire for a time, until Ourias becomes a knight himself.

More details to come


HP rolls: 5d10 ⇒ (10, 9, 9, 4, 6) = 38


Nice especially with 10 for level 1


Yeah they are heading into a fight with only their swashbuckler as their only front line fighter now. The wizards are taking up swords!


Crunch:

About Ourias
Ourias
Male Human Paladin 6
LG Medium humanoid (human)
Init +3; Senses: Perception +10
--------------------
Defense
--------------------
AC 23, touch 12, flat-footed 22
hp 66 (6d10+18)
Fort +11, Ref +7, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Greatsword: +13/+8 (2d6+10 S) 19-20x2
Ranged Lt. Crossbow +7 (1d8 P) 19-20x2
--------------------
Statistics
--------------------
Str 22, Dex 12, Con 14, Int 10, Wis 10, Cha 16
Base Atk +6/1; CMB +12; CMD 23
Feats: Power Attack, Furious Focus, Toughness, Reward of Grace
Traits: Seeker, Reactionary
Skills: Acrobatics 1, Climb 2, Diplomacy 6, Knowledge Religion 4, Sense Motive 2, Swim 2 Ride 1, Perception 6
Languages: Common
Gear: Belt of Giant Strength (+2), +1 Greatsword, +1 Fullplate, Ring of Protection (+1), Cloak of Resistance (+1), Amulet of Natural Armor (+1), Paladin’s Kit, Climbing Kit, Wand of Cure Light Wounds, Light Crossbow,10 Bolts, 2 Potions of Enlarge Person, Dagger, Handaxe
15gp
--------------------
Special Abilities
--------------------
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.

Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list presented in Spell Lists. A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.
A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.


Skills just have ranks at the moment


Ok, a couple of things. You were over on your character points allowing you only a 14 Chr. However, I showed you with 2000 GP left and the party just happens to have a +1 great sword so if you forego that you can get a headband of Alluring Charisma for the other 2 points. With this, you only need your mercies and you are ready to go. Approved, dot gameplay and come over to discussion!

https://paizo.com/campaigns/v5748p75ivmsn/discussion&page=last

Ourias
Human paladin 6
LG Medium humanoid (human)
Init +3; Senses Perception +10
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 23, touch 12, flat-footed 22 (+10 armor, +1 deflection, +1 Dex, +1 natural)
hp 66 (6d10+18)
Fort +10, Ref +6, Will +8
Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +12/+7 (1d4+6/19-20) or
. . handaxe +12/+7 (1d6+6/×3)
Ranged light crossbow +7 (1d8/19-20)
Special Attacks channel positive energy 3/day (DC 16, 3d6), smite evil 2/day (+3 attack and AC, +6 damage)
Paladin Spell-Like Abilities (CL 6th; concentration +9)
. . At will—detect evil
Paladin Spells Prepared (CL 3rd; concentration +6)
--------------------
Statistics
--------------------
Str 22, Dex 12, Con 14, Int 10, Wis 10, Cha 16
Base Atk +6; CMB +12; CMD 24
Feats Furious Focus[APG], Power Attack, Reward Of Grace[UM], Toughness
Traits reactionary, seeker
Skills Acrobatics -3 (-7 to jump), Climb +5, Diplomacy +12, Knowledge (religion) +7, Perception +10, Ride +0, Sense Motive +5, Swim +3
Languages Common
SQ divine bond (weapon +1, 1/day), lay on hands 6/day (3d6)
Combat Gear potion of enlarge person (2), wand of cure light wounds; Other Gear +1 full plate, crossbow bolts (10), dagger, handaxe, light crossbow, amulet of natural armor +1, belt of giant strength +2, headband of alluring charisma +2, ring of protection +1, backpack, bedroll, belt pouch, climber's kit, flint and steel, hemp rope (50 ft.), holy text (Mitra)[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Mitra, 365 gp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 6 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Paladin Channel Positive Energy 3d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Reward of Grace With each use of lay on hands, gain a +1 sacred bonus on attack rolls
Smite Evil (2/day) (Su) +3 to hit, +6 to damage, +3 deflection bonus to AC when used.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Reopening recruitment for another holy warrior of Mitra for existing game level 6. Other characters are stable, just can't keep a holy warrior they just disappear.


I’ve got an idea for a warpriest of Mitra if interested…


Yes, we are interested:)


I have a definite maybe Paladin...
hp rolls: 5d10 ⇒ (4, 5, 6, 10, 2) = 27


Sir Rhaym de Wymund L6:

Human paladin (warrior of the holy light) 6 (Pathfinder RPG Advanced Player's Guide 118)
LG Medium humanoid (human)
Init +2; Senses Perception -1
Aura courage (10 ft.), power of faith
--------------------
Defense
--------------------
AC 25, touch 11, flat-footed 24 (+10 armor, +1 Dex, +1 natural, +3 shield)
hp 55 (6d10+18)
Fort +10, Ref +7, Will +7
Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 bastard sword +11/+6 (1d10+5/19-20) or
. . gauntlet (from armor) +10/+5 (1d3+4) or
. . handaxe +10/+5 (1d6+4/×3) or
. . heavy shield bash +10/+5 (1d4+4) or
. . unarmed strike +10/+5 (1d3+4 nonlethal)
Ranged mwk light crossbow +9 (1d8/19-20)
Special Attacks channel positive energy 3/day (DC 16, 3d6), smite evil 2/day (+3 attack and AC, +6 damage)
Paladin Spell-Like Abilities (CL 6th; concentration +9)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 15, Int 10, Wis 8, Cha 16
Base Atk +6; CMB +10; CMD 22
Feats Exotic Weapon Proficiency (bastard sword), Improved Shield Bash, Power Attack, Two-weapon Fighting
Traits armor expert, sacred touch
Skills Acrobatics -2 (-6 to jump), Climb +0, Diplomacy +9, Handle Animal +7, Heal +3, Intimidate +5, Knowledge (nobility) +5, Knowledge (religion) +6, Ride +2, Sense Motive +3, Swim +0
Languages Common
SQ divine bond (weapon +1, 1/day), lay on hands 7/day (3d6), mercies (shaken, sickened)
Combat Gear potion of enlarge person (3), potion of lesser restoration (CL 3rd), potion of lesser restoration (CL 3rd), potion of lesser restoration (CL 3rd), potion of resist acid 10, potion of resist electricity 10, potion of resist fire 10, wand of cure light wounds; Other Gear +1 full plate, +1 heavy steel shield, +1 bastard sword, barbed bolt (20), bolas bolts (10), crossbow bolts (10), handaxe, incendiary bolt (10), mwk light crossbow, amulet of natural armor +1, belt of giant strength +2, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Psalms of Mitra)[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Mitra, 1,208 gp
--------------------
Tracked Resources
--------------------
Barbed bolt - 0/20
Bolas bolts - 0/10
Crossbow bolts - 0/10
Detect Evil (At will) (Sp) - 0/0
Divine Bond (Weapon +1, 6 mins, 1/day) (Sp) - 0/1
Incendiary bolt - 0/10
Lay on Hands (3d6 hit points, 7/day) (Su) - 0/7
Paladin Channel Positive Energy 3d6 (3/day, DC 16) (Su) - 0/3
Potion of enlarge person - 0/3
Potion of lesser restoration (CL 3rd) - 0/1
Potion of lesser restoration (CL 3rd) - 0/1
Potion of lesser restoration (CL 3rd) - 0/1
Potion of resist acid 10 - 0/1
Potion of resist electricity 10 - 0/1
Potion of resist fire 10 - 0/1
Smite Evil (2/day) (Su) - 0/2
Torch - 0/10
Trail rations - 0/5
Wand of cure light wounds - 0/50
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 6 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Lay on Hands (3d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 3d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Power of Faith (30', +1) (Su) At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spell
Smite Evil (2/day) (Su) +3 to hit, +6 to damage, +3 deflection bonus to AC when used.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


You are approved Camris. If interested, dot gameplay and come and post in discussion.

https://paizo.com/campaigns/v5748p75ivmsn/discussion&page=last


Laird_Thorne wrote:

I’ve got an idea for a warpriest of Mitra if interested…

We can still use a Warpriest if you are interested.


brvheart wrote:
Laird_Thorne wrote:

I’ve got an idea for a warpriest of Mitra if interested…

We can still use a Warpriest if you are interested.

I am. :) What blessings are available for a Warpriest of Mitra? I'm not finding anything for a Life Domain.... Healing maybe?


Domains: Good, Healing, Law, Protection, War
Favored weapon: Long sword

Mitra

“God of Law, Justice and the Sun”

Alignment: Lawful Good

Domains: Good, Healing, Law, Protection, War

Symbol: Scales bearing twin flames

Garb: White and copper robes trimmed with gold

Favored Weapons: Longsword

Form of Worship and Holidays: Last day of every week, families gather to feast and commune.

Typical Worshipers: Paladins, fighters, monks, farmers

Mitra is the god of the sun, as well as law and justice and maintains prominence with the common folk. His clergy is widespread, and temples and shrines may be found in all lands. Mitra requires just and fair treatment of all good beings from his followers, as well as piety and charity. He is often depicted as a noble, strong man of middle years, wearing a pale copper robe and wielding a longsword. Warriors and knights venerate Mitra through great deeds and heroic quests in his name. Commoners show kindness to strangers and help their fellows in times of need. His symbol is a sunburst behind the scales of justice. The noble lion is his sacred creature.


Thank you! :)

Who would be an opposing Faith of Mitra? Considering a Divine Champion archetype....

Also:
HP: 5d8 ⇒ (1, 5, 2, 6, 6) = 20


That would be Set and please reroll the 1 you rolled on hp


Got it. :)

HP: 1d8 ⇒ 8


I present Deris Valiard, one-eyed Half-Orc warpriest of Mitra. I still need to spend some of the gold, and figure his spell list, but I think this is a majority.

Also, would you allow taking either (or both) Disciple of the Sword or Iomedean Sword Oath, refluffing/renaming them for Mitra?

Deris Valiard:
Deris Valiard
Male half-orc warpriest (divine champion) of Mitra 6 (Pathfinder Player Companion: Divine Anthology 14, Pathfinder RPG Advanced Class Guide 60)
LG Medium humanoid (human, orc)
Init +2; Senses low-light vision; Perception +10 (+12 on sight based checks)
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield)
hp 43 (6d8+8)
Fort +6, Ref +4, Will +9
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 longsword +8 (1d8+3/19-20)
Special Attacks blessings 6/day (Healing: powerful healer, Protection: increased defense), channel positive energy 3/day (DC 17, 2d6), favored enemy (set +2), fervor 7/day (2d6), sacred weapon (1d8, +1, 6 rounds/day)
Warpriest (Divine Champion) Spells Prepared (CL 6th; concentration +10)
. . 1st—hedging weapons[HA]
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 13, Wis 18, Cha 12
Base Atk +4; CMB +6; CMD 18
Feats Channel Smite, Combat Expertise, Endurance, Weapon Focus (longsword)
Traits deadeye, threatening defender
Skills Acrobatics +1, Climb +6, Craft (alchemy) +7, Diplomacy +6, Heal +9, Knowledge (engineering) +6, Knowledge (religion) +5, Linguistics +2, Perception +10 (+12 on sight based checks), Profession (engineer) +8, Ride +4, Sense Motive +9, Spellcraft +6, Survival +9, Swim +4; Racial Modifiers +2 Climb
Languages Celestial, Common, Gnome, Orc
SQ orc blood
Other Gear +1 mithral chainmail, +1 light steel shield, +1 longsword, 5,776 gp
--------------------
Special Abilities
--------------------
Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.
Channel Smite Channel energy can be delivered through a Smite attack.
Combat Expertise -1/+2 Bonus to AC in exchange for an equal penalty to attack.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fervor (2d6, 7/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Know the Infidel (Set +2) (Ex) +2 to rolls vs. believers of Set.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Weapon +1 (6 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Positive Energy 2d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


A couple of issues. The archetype is from Pathfinder Player Companion: Divine Anthology which I do not own nor have the package for Hero Lab. With the new online hybrid system it would cost me 31.30 plus tax to add it. I require owning them so I can be familiar how it relates to the rest of the character.
Also mithral chainmail, I have already said no to Slim on this so no mithral for now.
Disciple of the Sword is a maybe. Will look into it further to see if there is a reason not to allow it.
Also I am only adding up 24 character points, so you have 1 left.


brvheart wrote:

A couple of issues. The archetype is from Pathfinder Player Companion: Divine Anthology which I do not own nor have the package for Hero Lab. With the new online hybrid system it would cost me 31.30 plus tax to add it. I require owning them so I can be familiar how it relates to the rest of the character.

Also mithral chainmail, I have already said no to Slim on this so no mithral for now.
Disciple of the Sword is a maybe. Will look into it further to see if there is a reason not to allow it.
Also I am only adding up 24 character points, so you have 1 left.

No problem, I'll drop back to straight Warpriest. :)

I'll drop the mithral chainmail and maybe go with something else.

I'll take it (renamed as Mithra's Disciple) and if need to, will change it out.

For attributes, I should be right at 25 according to herolab
Str 14 - 3 + 4th lvl advance = 3 pts
Dex 14 = 5 pts
Con 12 = 2 pts
Int 13 = 3 pts
Wis 18 = 16 (10 pts) + Racial +2 = 18 (10 pts)
Cha 12 = 2 pts
?


Revised Crunch

Deris Valiard:
Deris Valiard
Male half-orc warpriest of Mitra 6 (Pathfinder RPG Advanced Class Guide 60)
LG Medium humanoid (human, orc)
Init +2; Senses low-light vision; Perception +10 (+12 on sight based checks)
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 20 (+7 armor, +2 Dex, +3 shield)
hp 43 (6d8+8)
Fort +6, Ref +4, Will +9
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +8 (1d8+5/19-20)
Special Attacks blessings 6/day (Healing: powerful healer, Protection: increased defense), channel positive energy 3/day (DC 17, 2d6), fervor 7/day (2d6), sacred weapon (1d8, +1, 6 rounds/day)
Warpriest Spells Prepared (CL 6th; concentration +10)
. . 1st—hedging weapons[HA]
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 13, Wis 18, Cha 12
Base Atk +4; CMB +6; CMD 18
Feats Channel Smite, Combat Expertise, Endurance, Mitra's Disciple, Shield Focus, Vital Strike, Weapon Focus (longsword)
Traits deadeye, threatening defender
Skills Acrobatics +1 (-3 to jump), Climb +8, Craft (alchemy) +7, Diplomacy +6, Heal +9, Knowledge (engineering) +6, Knowledge (religion) +5, Linguistics +2, Perception +10 (+12 on sight based checks), Profession (engineer) +8, Ride +4, Sense Motive +9, Spellcraft +6, Survival +9, Swim +4; Racial Modifiers +2 Climb
Languages Celestial, Common, Gnome, Orc
SQ orc blood
Other Gear Crusader Breastplate(+1 Agile Breastplate (Comfort, Crusading), +1 light steel shield, +1 longsword, 1,376 gp
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Special Abilities
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Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.
Channel Smite Channel energy can be delivered through a Smite attack.
Combat Expertise -1/+2 Bonus to AC in exchange for an equal penalty to attack.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fervor (2d6, 7/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Weapon +1 (6 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Vital Strike Standard action: x2 weapon damage dice.
Warpriest Channel Positive Energy 2d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

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Pathfinder Roleplaying Game Horror Adventures ?

I don't have anything after around 2014. I retired in 2012 so did not have the resources to continue to add everything to Hero Lab after that.

You are way over spent on skill points, even if 4 points are from favored class, 2 it seems are hp, then you are short 6.

I don't find the Crusader Breastplate, mind giving me a link to the source?

You get three feats and 2 bonus feats plus weapon focus but you list seven, one too many,


brvheart wrote:

Pathfinder Roleplaying Game Horror Adventures ?

I don't have anything after around 2014. I retired in 2012 so did not have the resources to continue to add everything to Hero Lab after that.

It took me a bit before I realized that was the Hedging Weapons spell. No problem. I need to work out his common spells in any case.

brvheart wrote:
I don't find the Crusader Breastplate, mind giving me a link to the source?

I just edited the armor in HL, giving it that name, otherwise the name would be +1 comfort crusading Agile Breastplate.

brvheart wrote:

You are way over spent on skill points, even if 4 points are from favored class, 2 it seems are hp, then you are short 6.

You get three feats and 2 bonus feats plus weapon focus but you list seven, one too many,

I think both of these attribute to what the HL Statblock seems to be missing. The Alternate Racial Traits for the character. These are his complete Racial Traits:

+2 to one ability score - Wisdom
Forest Walker (replaces Darkvision) - gain Low-Light Vision, +2 Racial Bonus to Climb
Shaman's Apprentice (replaces Intimidating) - Gain Endurance as a bonus feat
Orc Blood - counts as Human and Orc both
Human-Raised (replaces Orc Ferocity, Orcish Weapon Familiarity) - Gain the Skilled Human racial trait.
Skilled - gain 1 additional skill rank at 1st level and 1 additional skill rank at every additional level

So, the extra feat is Endurance from the Shaman's Apprentice, and the 6 extra skill points are from Skilled.


Forest Walker (replaces Darkvision) - gain Low-Light Vision, +2 Racial Bonus to Climb check
Shaman's Apprentice (replaces Intimidating) - Gain Endurance as a bonus feat
Orc Blood - counts as Human and Orc both this is a starting trait
Human-Raised (replaces Orc Ferocity, Orcish Weapon Familiarity) - Gain the Skilled Human racial trait. not available sorry.
Skilled - gain 1 additional skill rank at 1st level and 1 additional skill rank at every additional level This replaces darkvision which has already been replaced.
Basically you can take ONE alternative trait. Another if it does not conflict but this is way too many per rules. So the top two you can take.


brvheart did you get your Paladin or War Priest of Mitra I could step in an play either leaning to which ever you felt would help the campaign the most.

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