Vakeva Kiihko Male Dwarf Monk (Zen Archer) 6/Champion 1 LG Medium Humanoid (Dwarf) Init: +2; Senses: Darkvision 60 ft; Perception +15 -------------------- Defense -------------------- AC: 21, T: 19, FF: 19 (+2 Dex, +2 Armor, +7 Untyped) HP: 66 (6d8+23) (+5 for Iomedae's Smile) Fort: +9, Ref: +8, Will: +11 (+2 vs Poison, Spells, SLAs) Defensive Abilities: Defensive Training (+4 Dodge Bonus to AC vs Giants), Hard to Kill -------------------- Offense -------------------- Speed: 40 ft. Ranged: Raivo (+1 Adaptive Evil Outsider Bane Composite Longbow) +12 (1d8+5/×3 [+2d6 vs Evil Outsiders]) Melee: Dagger +6 (1d4+2/19-20) . . . . . . . Unarmed Strike +6 (1d8+2) Special Attacks: Flurry of Blows, +1 on Attack Rolls vs Goblinoid & Orc Humanoids, Ki Strike (Magic), Mythic Power (5/day, Surge +1d6), Zen Archery -------------------- Statistics -------------------- Str: 14, Dex: 14, Con: 14, Int: 12, Wis: 22, Cha: 10 Base Atk: +4; CMB: +6; CMD: 25 (29 vs Bull Rush, 29 vs Trip) Feats: Deadly Aim, Deadly Aim [M], Extra Ki, Improved Precise Shot, Improved Unarmed Strike, Perfect Strike, Point Blank Master, Point-Blank Shot, Precise Shot, Toughness, Weapon Focus (Longbow), Weapon Specialization (Longbow) Traits: Grounded, Militia Veteran, Stolen Fury Skills: Acrobatics +13 (+17 Jump, +19 to High Jump, +15 on Balance-related Checks), Climb +6, Craft (Bows) +12, Knowledge (History +8/+10 on Checks that Pertain to Dwarves or their Enemies; Religion +8; The Planes +2), Linguistics +3, Perception +15, Profession (Trapper) +10, Profession (Wilderness Guide) +10, Survival +15, Swim +6; Racial Modifiers: Lorekeeper Languages: Abyssal, Common, Dwarven, Orc, Varisian SQ: AC Bonus, Fast Movement, High Jump, Ki Archery, Ki Arrows, Ki Defense, Ki Pool, Rock Stepper, Slow Fall, Unarmed Strike Gear: Raivo (9400), Efficient Quiver (1800), Arrows (Silver, Blunt, Durable - 20) (60), Arrows (Cold Iron, Durable - 100) (100), Dagger (Cold Iron) (4), Backpack (MW) (50), Bracers of Armor (+2) (4000), Wand (Cure Light Wounds - 30) (450), Bowyer's Tools (MW) (55), Survival Kit (MW) (50), Hammock (.1), Bedroll (.1), Coffee Pot (3), Mess Kit (.2), Coffee (Ground, 5 lb) (.4), Trail Rations (Dwarven, 10 Days) (20), Waterskin (2) (2) Money: 5 gp, 2 sp | |
-------------------- Special Abilities -------------------- AC Bonus +7 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels. Darkvision (60 feet) You can see in the dark (black and white vision only). Deadly Aim -2/+6 Trade a penalty to ranged attacks for a bonus to ranged damage. Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Fast Movement (+20') The Monk adds 10 or more feet to his base speed. Flurry of Blows +4/+4/-1 (Ex) Make Flurry of Blows attack as a full rd action. Grounded +2 trait bonus on balance-related Acrobatics checks. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs. High Jump (+6/+26 with Ki point) (Ex) +6 to Acrobatics checks made to jump. Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Ki Archery (Su) 1 Ki point: +50' range increment for bows. Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike. Ki Defense (Su) A monk can spend 1 point from his Ki pool to give himself a +4 dodge bonus to AC for 1 round. Ki Pool (Su) You have a Ki pool equal to 1/2 your monk level + your Wisdom modifier. Ki Strike, Magic (Su) If you have Ki remaining, unarmed strikes count as magic to overcome DR. Longevity (Su) You don't take penalties to physical ability scores due to aging. Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained. Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities. ...Mythic Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount. ...Mythic Charge (Ex) As a swift action, use 1 power to move speed & attack (+1 bonus, bypass all DR). Perfect Strike (2d20) (6/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step. Slow Fall 30' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall. Stolen Fury +2 trait bonus to CMB vs. Demons. Gain a +2 trait bonus on Fortitude saves. By expending one use of mythic power as a swift action, ignore a single demon's damage reduction for 1 minute, and increase the critical multiplier of any weapon wielded against that demon by 1. Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes. Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow. | -------------------- Background/History -------------------- - Vakeva Kiihko ('Keva to his Friends) - Born in Lastwall - Age 50 to 83: Fought the Belkzen Hordes - Age 84 to 108: Wilderness Sabbatical, learning to be a Priest (Monk) of Erastil, live off the land and make his own bows & arrows - Age 108 to 253: Guided Adventurers and Worldwound Refugees through the wilderness of Ustalav and Belkzen to Lastwall - Age 253: Captured by Demons on the Ustalav/Worldwound border and subjected to torture - Age 253 to 256: Escaped from Demons, made his way across the Worldwound to Mendev. After he'd spent over 30 years fighting the Orcs in Lastwall, Vakeva found himself growing more and more world-weary and cynical. He left the crusades against the orcs and went into self-imposed isolation in the wilderness. There he eventually felt called to the service of Erastil. He spent the next 20 years (or so) coming to peace with himself, learning to live off the land, and growing his connection to 'Old Deadeye.' When he was ready to reenter the world, Erastil's calling led him to serve against evil in a different way - by providing aid to those too weak to fight, showing them to safety, and fighting where he could. ~~~~~~~ In his ascenscion, 'Keva was blessed with renewed vigor. After 169 years of service to his God, he was growing old and frail. When he was captured and tortured, it took it's toll on his already battered body. The fall into the bowels of the earth from Kenabres and the subsequent escape of the group almost did him in . . . But Erastil saw fit to bless 'Keva with renewed vigor, and charged him with the mission to fight the invasion. |
Total Stat Rank CS Misc ACP
+01 = Acrobatics +04 +00 +0 +00 -3 DEX
+01 = Appraise +01 +00 +0 +00 INT
+00 = Bluff +00 +00 +0 +00 CHA
+00 = Climb +03 +00 +0 +00 -3 STR
+10 = Craft: Armour +01 +06 +3 +00 INT
+10 = Craft: Weapons +01 +06 +3 +00 INT
+00 = Diplomacy +00 +00 +0 +00 CHA
+na = Disable Device^ +04 +00 +0 +00 -3 DEX
+00 = Disguise +00 +00 +0 +00 CHA
+01 = Escape Artist +04 +00 +0 +00 -3 DEX
+01 = Fly +04 +00 +0 +00 -3 DEX
+na = Handle Animal^ +00 +00 +0 +00 CHA
-01 = Heal -01 +00 +0 +00 WIS
+00 = Intimidate +00 +06 +3 +00 CHA
+na = Know:Arcana^ +01 +00 +0 +00 INT
+na = Know:Dungeoneering^ +01 +00 +0 +00 INT
+na = Know:Engineering^ +01 +00 +0 +00 INT
+na = Know:Geography^ +01 +00 +0 +00 INT
+na = Know:History^ +01 +00 +0 +00 INT
+na = Know:Local^ +01 +00 +0 +00 INT
+na = Know:Nature^ +01 +00 +0 +00 INT
+na = Know:Nobility^ +01 +00 +0 +00 INT
+na = Know:Planes^ +01 +00 +0 +00 INT
+na = Know:Religion^ +01 +00 +0 +00 INT
+na = Linguistics^ +01 +00 +0 +00 INT
+10 = Perception -01 +06 +3 +02 WIS
+00 = Perform:_____ +00 +00 +0 +00 CHA
+na = Profession^:_____ -01 +00 +0 +00 WIS
+01 = Ride +04 +00 +0 +00 -3 DEX
-01 = Sense Motive -01 +00 +0 +00 WIS
+na = Sleight of Hand^ +04 +00 +0 +00 -3 DEX
+na = Spellcraft^ +01 +00 +0 +00 INT
+01 = Stealth +04 +00 +0 +00 -3 DEX
-01 = Survival -01 +00 +0 +00 WIS
+00 = Swim +03 +00 +0 +00 -3 STR
+na = Use Magic Device^ +00 +00 +0 +00 CHA
Equipment Cost Weight
Soldier's Uniform - 5 lbs.
MW Full Plate 550 gp 50 lbs.
Belt of Giant Strenght +2 4000 gp 1 lb.
Masterwork Dagger 100.67 gp 1 lb.
RHC Efficient Quiver 1800 gp 2 lbs.
- +1 Evil Outsider Bane RHC 8233.33 gp 12 lbs.
- Loaded Cold Iron Clip 6.7 sp 1 lb.
- 15 RHC CI Clip 10 gp 15 lbs.
2 Bandoliers 1 gp -
- 4 RHC CI Clips 2.67 gp 4 lbs.
Masterwork Backpack 50 gp 4 lbs.
- Ioun Torch 75 gp -
- Soul Soap 200 gp 2 lbs.
- Traveller's Any-Tool 250 gp 2 lbs.
- Bedroll 1 sp 5 lbs.
- Flint & Steel 1 gp -
- Gold Holy Symbol of Iomedae 100 gp 1 lb.
Waterskin 1 gp 4 lbs.
Total weight carried: ~83 lbs. (~96 lbs. w/ RHC in hand)
initiative: +1; Perception: +7; detect evil: 60 feet
Mythic power: 5/5
Lang: common, infernal
Age: 16 years old; 5' 9"; 145 lbs or 175.26 cm.; 65.9 Kg
Diety: Iomadae
[B]STR[/B] 14 +2 3 pts
[B]DEX[/B] 12 +1 2 pts
[B]CON[/B] 14 +2 5 pts
[B]INT[/B] 12 +1 2 pts
WIS 13 +1 3 pts
[B]CHA[/B] 16 +3 5 pts
[B]HUMAN ADJ[/B] cha +2
[B]LEVEL 4 ADJ[/B] str +1
[U]Champion's strike[/U]: Sudden attack [ex]
[U]Champion's Path[/U]: Mythic smite [su]
[B]Bonus Hit Points[/B]: Whenever you gain a champion tier, you gain 5 bonus hit points. These hit points
stack with themselves, and don't affect your overall Hit Dice or other statistics.
[sblock]
[U]Champion's strike[/U]: Sudden attack [ex]
As a swift action, you can expend one use of mythic power to make a melee attack at
your highest attack bonus. This is in addition to any other attacks you make this
round. When making a sudden attack, you roll twice and take the better result,
adding your tier to the attack roll. [+1]
Damage from this attack bypasses all damage reduction.
[U]Champion's Path[/U]: Mythic smite [su]
As a free action, you can expend one use of mythic power to regain one use of your
smite evil ability.
For the rest of your turn, your successful attacks against evil
creatures bypass all damage reduction. You must have the smite evil class feature
to select this ability.
[/sblock]
[B]DEFENSE:[/B]
Hit Points: 5+5+10+7*5+1*6+2*6 = 73
Armor max
[U]Armor bonus Magic dex ACP speed Weight type[/U]
Breast plate +6 +1 +3 -3 20 30 Medium
+1 hvy shld +3* +1 -- -1 -- 7.5 [1170] sv [850]
*shield focus
AC 22
TOUCH 15
FLATFOOT 21
[B]SAVES[/B] base abil misc total
Fort +5 +2 +6 = +13 *
Reflex +2 +1 +4 = +7 *
Will +5 +1 +4 = +10 * [also: +4 vs fear]
MISC: CLOAK +1; Divine grace +3; smile of Iomadea on fort +2
* trait: +1 for 1 round, 1/day not included
[B]OFFENSE:[/B]
[U]BAB:[/U] +6/+1; [U]MELEE:[/U] +8/+3; [U]RANGED:[/U] +7/+2; [U]CMB:[/U] +8; [U]CMD:[/U] 19 [vs demons: CMB +10 CMD 21]
[U]WEAPON ATT DAM CRIT RNG TYPE NOTES[/U]
LONGSWORD +1 +10 1d8+3 19-20/*2 --- s [U]wpn focus[/U];
Bonded weapon +11 1d8+4 19-20/*2 --- s [U]dur. 1min/ pal lvl[/U] Can + pwr att / demon bane
Demon bane +12 1d8+2d6+5 19-20/*2 --- s
power att +8 1d8+7 19-21/*2 --- s
Demon bane +10 1d8+1d6+9 19-20/*2 --- s w/ [U]power attack[/U]
Morning star +8 1d8+2 * 2 --- b/p cold iron
Dagger +8 1d4 19-20/*2 10 p/s cold iron
[B]TRAITS[/B]:
Demon Smiter - [COLOR=#ff0000]http://www.d20pfsrd.com/traits/combat-traits/demon-smiter-combat[/COLOR]
Once per day when fighting demons, you gain a +4 trait bonus on a single attack roll.
Blessed -[URL="http://www.d20pfsrd.com/traits/faith-traits/blessed"][COLOR=#ff0000]http://www.d20pfsrd.com/traits/faith-traits/blessed[/COLOR][/URL]
Once per day as a swift action, you gain a +1 trait bonus on all saving throws for 1 round.
Stolen Fury -
[sblock]
You were forced to take part in a demonic ritual as a youth after having been
captured by cultists. Whatever the ritual’s purpose may have been, it didn’t work out
the way your captors envisioned—rather than corrupting your soul, you absorbed the
ritual’s energy and made it your own before you escaped to safety. Ever since, you’ve
been haunted by strange nightmares about the ritual, and have long felt that the
energies it bathed you in have changed you.
Recently, those energies have changed — it’s as if you’ve finally managed to come to
terms with your past and have turned the ritual’s aftereffects to your advantage,
following the old adage of what doesn’t kill you makes you stronger. You’ve been
unable to learn more about the ritual or what it was for, but the question lingers in
the back of your head to this day.
This nagging has instilled in you a fury against demonkind.
Today, when you face demons in combat, those energies bolster your fury, [B][I][U]granting
you a +2 trait bonus on all combat maneuver checks against demons[/U][/I][/B].
A[U][I]ssociated Mythic Path[/I][/U]: Champion. Multiple Characters: You and any other PC
who takes this trait were all part of the same ritual, and it was only by working
together that you managed to escape —further, the support of your fellow ritual
survivors has played a key role in your coming to terms with it, and you retain
a close bond
The PC gains a +2 trait bonus on Fortitude saves. By expending one use of mythic
power as a swift action, she can ignore a single demon's damage reduction for 1
minute, and increases the critical multiplier of any weapon she wields against
that demon by 1.
You may add a permanent +2 untyped bonus to the skill of your choice.
* You may add 5 permanent hit points to your total.
[/sblock]
[B]FEATS:[/B]
human: Weapon Focus - +1 att
[URL="http://www.d20pfsrd.com/feats/combat-feats/weapon-focus-combat---final"][COLOR=#ff0000]http://www.d20pfsrd.com/feats/combat-feats/weapon-focus-combat---final[/COLOR][/URL]
level 1: Shield Focus - [SIZE=3]Increase the AC bonus granted by any shield you are using by 1.[/SIZE]
[URL="http://www.d20pfsrd.com/feats/combat-feats/shield-focus-combat---final"][COLOR=#ff0000]http://www.d20pfsrd.com/feats/combat-feats/shield-focus-combat---final[/COLOR][/URL]
level 3: Power Attack - -2 ATT GIVES +4 DAM
[COLOR=#ff0000]http://www.d20pfsrd.com/feats/combat-feats/power-attack-combat---final[/COLOR]
level 5: Saving Shield - give +2 shield bonus to adjascent ally's a/c
[URL="http://www.d20pfsrd.com/feats/combat-feats/saving-shield-combat"][COLOR=#ff0000]http://www.d20pfsrd.com/feats/combat-feats/saving-shield-combat[/COLOR][/URL]
mythic 1: Shield Focus [mythic] bonus+enchantment to touch; plus more
[URL="http://www.d20pfsrd.com/mythic/mythic-feats/shield-focus-mythic"][COLOR=#ff0000]http://www.d20pfsrd.com/mythic/mythic-feats/shield-focus-mythic[/COLOR][/URL]
[sblock]
Add your shield bonus and your shield's enhancement bonus to your touch AC.
As an immediate action, you can expend one use of mythic power to add your shield
bonus and your shield's enhancement bonus on a Fortitude or Reflex save just
before you roll it.
[/sblock]
possibles:
weapon focus [mythic][URL="http://www.d20pfsrd.com/mythic/mythic-feats/weapon-focus-mythic"][COLOR=#ff0000]http://www.d20pfsrd.com/mythic/mythic-feats/weapon-focus-mythic[/COLOR][/URL]
Mythic Martial Wpn prof [Mythic]
[URL="http://www.d20pfsrd.com/mythic/mythic-feats/mythic-martial-weapon-proficiency-mythic"][COLOR=#ff0000]http://www.d20pfsrd.com/mythic/mythic-feats/mythic-martial-weapon-proficiency-mythic[/COLOR][/URL]
[B]
SKILLS:[/B] {2+1 [RACE]+1 [INT] } * 6 = 24
[B][U]SKILL RANKS CS ABIL MISC TOTAL[/U][/B]
Craft (Int) 1 +3 +1 --- +5
siege weapons
Diplomacy (Cha) 4 +3 +3 --- +10
Handle Animal (Cha) 1 +3 +3 --- +7
Heal (Wis) 1 +3 +1 --- +5
Knowledge (Engin) (Int) 1 --- +1 --- +2
Knowledge (nobility) (Int) 3 +3 +1 --- +7
Knowledge (religion) (Int) 3 +3 +1 --- +7
Perception( wis) 4 --- +1 +2 +7 untyped from diety
Profession (Wis) 1 +3 +1 --- +5
Soldier
Ride (Dex) 1 +3 +1 --- +1 acp -4
Sense Motive (Wis) 3 +3 +1 --- +7
Spellcraft (Int) 1 +3 +1 --- +5
[B]FEATURES:[/B]
[B]RACE[/B] [Human]
[B]CLASS[/B] [Paladin]
[B]Aura of Good [ex][/B] [COLOR=#ff0000]
- [/COLOR][URL="http://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Aura-of-Good-Ex-"][COLOR=#ff0000]http://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Aura-of-Good-Ex-[/COLOR][/URL]
[B]Detect evil [sp][/B] [COLOR=#ff0000]
- [/COLOR][URL="http://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Detect-Evil-Sp-"][COLOR=#ff0000]http://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Detect-Evil-Sp-[/COLOR][/URL]
[B]Smite Evil [su ][/B] 2/day[COLOR=#ff0000]
- [/COLOR][URL="http://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Smite-Evil-Su-"][COLOR=#ff0000]http://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Smite-Evil-Su-[/COLOR][/URL]
[B]Divine Grace [su][/B] [COLOR=#ff0000]
- [/COLOR][URL="http://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Divine-Grace-Su-"][COLOR=#ff0000]http://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Divine-Grace-Su-[/COLOR][/URL]
[B]Lay on Hands [su] [/B]3d6; 6/dayused 4[COLOR=#ff0000]
- [/COLOR][URL="http://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Lay-On-Hands-Su-"][COLOR=#ff0000]http://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Lay-On-Hands-Su-[/COLOR][/URL]
[B]Aura of Courage [su][/B] [COLOR=#ff0000]
- [/COLOR][URL="http://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Aura-of-Courage-Su-"][COLOR=#ff0000]http://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Aura-of-Courage-Su-[/COLOR][/URL]
[B]Divine Health [ex][/B] [COLOR=#ff0000]
[/COLOR][URL="http://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Divine-Health-Ex-"][COLOR=#ff0000]http://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Divine-Health-Ex-[/COLOR][/URL]
[B]Mercy [su] [/B][COLOR=#ff0000]
- [/COLOR][URL="http://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Mercy-Su-"][COLOR=#ff0000]http://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Mercy-Su-[/COLOR][/URL]
- - level 3: Shaken -[URL="http://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken"][COLOR=#ff0000]http://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken[/COLOR][/URL]
- - level 6: Dazed - [URL="http://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed"][COLOR=#ff0000]http://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed[/COLOR][/URL]
[B]Channel Positive Energry [su] [/B]uses 2 lay on hands[COLOR=#ff0000]
- [/COLOR][URL="http://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Channel-Positive-Energy-Su-"][COLOR=#ff0000]http://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Channel-Positive-Energy-Su-[/COLOR][/URL]
[B]Divine bond [sp] [/B][weapon][COLOR=#ff0000]
- [/COLOR][URL="http://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Divine-Bond-Sp-"][COLOR=#ff0000]http://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Divine-Bond-Sp-[/COLOR][/URL]
equipment: 16,000
Armor 1350 gp
+1 Breastplate
Shield 1170 gp
+1 heavy steel shield
Long Sword 8315 gp
+1 demon bane [outsiders: demons]
Morningstar 16 gp
Cold iron
Dagger 4 gp
Cold iron
Cloak 1000 gp
resistance +1
Muleback cords 1000 gp
[U]Handy Haversack 2000 gp[/U]
total: 14,855
field supplies:
Horse, heavy war-trained 300 gp [see lt riding horse, add simple advanced template] [URL="http://www.d20pfsrd.com/bestiary/monster-listings/animals/horse"]light riding horse[/URL]
Donkey, mule or ass 8 gp
pack saddle 5 gp 15 lb
barding *4 price *2 weight
bit/bridle 2 gp 1 lb
feed 5 cp/day 10 lb/day
military saddle 20 gp 30 lb **
saddle bags 4 gp 8 lb capacity: 5 cubic ft./250 lb
**+2 circumstance bonus on Ride checks related to staying in the saddle. If the rider is knocked unconscious while in a military saddle, he has a 75% chance to stay in the saddle.
SPELLCASTING
Caster Level: 3
DC 13 + spell level
orisons:
level 1: [1+1]
devine favor, lessor restoration
level 2: [0+1]
.
Ok, here is what I have for Denir. I am still waiting for answers to previous questions to finalize him, but you can start examining him.
Denir
[sblock]
Height 6’ 6”; Weight 240# ; Hair: Black ; Age 21; Patron Deity: Gorum
Sex: Male Race: Human(Kellid) Class: Warpriest/Mythic Hierophant Level:6/M1
Alignment: Chaotic Good Size: Medium Type: Humanoid
Init +1; Senses Perception +2
Languages : Common,
AC 22, touch 10, flat-footed 22
HP 72 (HD: 8 +5d8@6 + 12 Con +6 Favored Class +6 Tribal Scars + 6 Toughness + 4 Hierophant)
Fort +8 , Ref +2 , Will+7
Speed 30ft.
Melee +8
Ranged +3
Base Atk +4 (+6 with greatsword); CMB +8 ; CMD 18
Special Actions
Combat gear: None
Abilities Str 18, Dex 10, Con 14 , Int 10, Wis14, Cha 12
Combat Stats:
Greatsword: +12/+7 (+6 BAB +4 Str +1 WF + 1Sword)/ 2d6 +7
PA: +12/+5 (+6 BAB + 4 Str + 1 WF +1 Sword -2PA +2 FF –first only) 2d6+13
Racial Traits: [sblock]
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
• Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
• Base Speed: Humans have a base speed of 30 feet.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
• Bonus Feat: Humans select one extra feat at 1st level.
• Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
[/sblock]
Class Abilities: [sblock]
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 (see the detect evil spell for details).
Blessings: 6/day
Glory
Glorious Presence (minor): At 1st level, as a standard action you can touch an ally to grant it a glorious blessing. For 1 minute, the ally becomes mesmerizing to her opponents. This functions as sanctuary, except if the ally attacks, it only breaks this effect with respect to that opponent. This is a mind-affecting effect.
Destruction
Destructive Attacks (minor): At 1st level, as a standard action you can touch an ally to bless her with the power of destruction. For 1 minute, the ally gains a morale bonus to damage equal to half your level (minimum 1).
Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (choosing any weapon, not just his deity’s favored weapon).
Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day, as noted on Table 1–13. These spells are cast as any other spell, but aren’t expended when cast and may be used again.
Sacred Weapon: BAB is WP level; +1 enchantment bonus 6 rounds/day
Spontaneous Casting: Cure spells
Fervor: 2d6 4/day [Heal other as Standard action. Heal self as Swift Action. Cast prepared spell on self as swift action with no somatic components or AoO]
Bonus Feats: 3rd, 6th, 9th, 12th, 15th, 18th Combat Feats Only
Channel Energy: 2d6, 2 uses of Fervor
[/sblock]
Mythic Hierophant Abilities: Hard to Kill, Mythic Power 5/day, Surge +1d6
Divine Surge: Inspired Spell
Path Abilities: Sustained by Faith : You require no food, water, or sleep. If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation. If you are 3rd tier or higher, you can expend one use of mythic power in order to also not need to breathe for 24 hours.
Feats : Tribal Scars (Bear Belt)(Human), Weapon Focus (Greatsword) (Class 1), Power Attack (-2 to hit, +6 damage 2H or +4 damage 1H) (Lvl 1), Toughness (Class 3), Furious Focus (lvl 3), Toughness (Lvl 5), (Class 6)
Mythic Feats: 1
Traits: Touched By Divinity (Campaign) [sblock] Begin play with silver holy symbol, Strength Domain 1st lvl spell 1/day as a spell-like ability: Enlarge Person 6 min [/sblock]
Veteran of Battle [sblock] You gain a +1 trait bonus on initiative checks, and if you are able to act during a surprise round, you may draw a weapon (but not a potion or magic item) as a free action during that round.[/sblock]
Demon Slayer (Regional) [sblock] You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil. [/sblock]
Skills 18 Skill Points ACP-6
+8 Climb (1 rank + 4 Str +3 CS)
+4 Craft (Blacksmith) (1 rank + 0 Int + 3 CS)
+ 5 Diplomacy (1 rank +1 Cha +3 CS)
+ 6 Heal (1 rank + 2 Wis + 3 CS)
+10 Intimidate (4 rank +1 Cha + 3 CS + 2 Tribal Scars)
+5 Kn (Religion) (2 rank +0 Int + 3 CS)
+2 Kn (Planes) (2 ranks +0 Int)
+6 Profession (Herdsman) (1 rank +2 Wis +3 CS)
+4 Ride (1 rank +0 Dex +3 CS)
+7 Sense Motive (2 rank +2 Wis +3 CS)
+4 Spellcraft (1 rank + 0 Int +3 CS)
+6 Survival (1 rank + 2 Wis +3 CS)
Spells
5/5/4
Spells Prepared:
Equipment: 670 gp
+3 Full Plate 10,650 gp
+1 Cold Iron Greatsword: Gorum-var (Gorum’s Arm) 4,400 gp
Explorer’s outfit (free)
Backpack MW 50 gp
3 potions Enlarge Person 150 gp
2 Heatstones 40 gp
200 ft silk rope 40 gp
Background: [sblock] Far to the north, on the frigid plains of the Realm of the Mammoth Lords, Denir came to be called to the service of Gorum, The Iron Lord. Denir was a member of the Bear Pelt tribe and grew up near Tolguth. Denir saw both the giant mammoths on the open plain and the strange giant lizards that inhabited the valley near the walled village. As a young boy Denir watched over the goats outside the village walls and brought them in every night. Until the ominous day when the horrors of the Worldwound spilled over into Tolguth. The demons came roaring over the hills, and Denir forgot his goats and made for the wall. He made it inside the village gates just before they were closed. The goats may have at least slowed down the demons as they stopped to devour them. But as often happens the demons breached the wall. Demons were dying left and right under the weapons of the Kellid defenders, but still many demons were loose, chasing down people between the wood and hide homes. Denir was being chased by a slavering, fanged monstrosity when he was cornered behind a wooden building. He was just 12, and not a warrior. He was a goat herder. Yet, for some reason he did not understand, his eye, his focus was drawn to a fallen warrior. That warrior was holding a large sword in his lifeless hand. The sword called to him, spoke to him, drew him in. He picked it up and felt the cold iron in his hands, felt the power in the iron, the power in the sword. He was no longer scared, no longer felt he needed to run, no longer wanted to. Even though the sword was bigger than he was and weighed half as much as he did, if felt light in his hands. He felt another pair of hands within his hands, something powerful. Those hands, both pairs swung the sword and connected with the demon just as it was about to bite into him. The sword clove the beast in two. Denir stood there panting as the feeling of otherworldly hands left him. He looked down at the sword, on the guard was a symbol, a mountain with a sword sticking out of it. The symbol of Gorum. When Denir emerged from the alley, with a bloody sword, dragging a demon head behind him it was clear he was no longer going to be a goat herder.
From then on Denir trained with the warriors. He held onto that sword he found and used it, even when it was still too big for him. He traveled by himself into the Tusk Mountains to find the original Temple of Gorum. He did not find the legendary temple, but he did find a temple. He spent a few years in the temple learning to wield the sword and give proper respect to Gorum. At times, Denir could feel the presence of Gorum through the sword.
At age 18 he returned to Tolguth to take his warrior trials. He had grown into a tall, strong man, well deserving of the Bear Pelt clan. He passed the trials with ease, and was induced as a full warrior of the tribe. To symbolize his new status, the shaman took a bear’s paw, and using the sharp claws of the paw, the shaman drew the claws across his chest twice, across his back twice and down each arm from shoulder to wrist. Denir stood and made no sign as the ritual was done. For the next month in the wounds from the scars, fresh ash and boiled sheep urine was rubbed into the scars. These caused the scars to be black as they healed up without getting any pus.
As a full warrior of the tribe he routinely patrolled near the Worldwound. He made sure that the demon incursions were minimized. His constant exposure led to him being contaminated and corrupted several times from the demonic emanations from the Worldwound. One time he even grew horns. He underwent several ritual purifications. They made the warrior trials look like riding a mammoth. The pain was severe. It only strengthened his resolve however.
Then one day a bad incursion had occurred. He was part of a war party chasing the demons down to prevent them from getting to Tolguth. The demons had kidnapped a family and were bringing them back for sacrifice or corruption. The party followed the demons as far as they could. The mammoths would not go into the Worldwound nor would the rest of the warriors. Denir shrugged and continued on. He had caught three of the demons and slew them and freeing three children who ran back to the war party. Denir ran after the last demon, a huge beast who was carrying the parents. Out of nowhere another demon appeared, summoned most likely. He carried a staff that glowed a sickly green. He swung it and connected with Denir. A flash of green light and then blackness. Denir awoke alarmed, but he was no longer in the Worldwound. Somehow he was Brevoy he discovered. He has spent many months traveling back to his home of the other side of the Worldwound. While in Mendev, he fell in with some other travelers and found himself fighting against the forces of evil with them. He still plans to return home. But for now, these people have become his friends, the only ones east of home. So he has stayed to help them finish what was started.
One time, the female sorcerer Meliara asked him why he was trying to stop the demons if his god encouraged battle. Denir answered “Yes, Gorum reveres battle. But if the demons take over, they will destroy everything and there will be no more battle. They will lay waste to the land then leave. There will be no more battle. Demons have no honor, they only slaughter. Gorum celebrates battle, the skill of the sword, the bravery, the honor of facing a foe and defeating them. Gorum does not flee from a fight, but neither does he start them. Yes, worship of Gorum comes in the ringing of sword against sword. In combat, determined, combat, not the slaughter of innocents, in that there is true honor for Gorum.”
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Appearance: [sblock] Denir looks like many of his Kellid brethren. He is tall and muscular, his skin is a deep tan that all Kellids have. His black hair hangs about his face, through he sometimes wears a leather cord around his head to keep the hair out of his face. His arms, chest and back are covered with the scars of his ritual of manhood, deep raised scars cross his back and chest forming an “V” on each side. Four long scars drag down each arm from shoulder to wrist. All three sets of scars meet at the shoulder. The scars appear as though a bear had mauled him, although all the scars are black against his brown skin. His dark eyes flash with a fierce light, either from his upbringing or his faith. His armor is a dull iron, battle worn, but extraordinarily functional. The Sword and Mountain of the Iron Lord is on the chest of his armor.
Denir appears as a grim, dour man. Until you get to know him. He has a streak of laughter in him, deeply hidden, but it comes out at times, with those he trusts as clan-worthy. Though when he is in battle, he does often smile for it is then that he serves The Iron Lord as best he can. Battle and Destruction for the Glory and Honor of Gorum.
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