Denir
Denir
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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 +5; Senses Perception +2
Languages : Common,
AC 21, touch 10, flat-footed 21
HP 77 (HD: 8 +5d8@6 + 12 Con +6 Favored Class +6 Tribal Scars + 6 Toughness + 4 Hierophant + 5 DM Bonus)
Fort +9 , Ref +3 , Will+8
Speed 30ft.
Melee +8
Ranged +3
Base Atk +4 (+6 with greatsword); CMB +8 ; CMD 18
Special Actions
Combat gear: None
Abilities Str 18 (20), Dex 10, Con 14 , Int 10, Wis14, Cha 13
Combat Stats:
Greatsword: +13/+8 (+6 BAB +5 Str +1 WF + 1Sword)/ 2d6 +8
PA: +11/+6 (+6 BAB + 5 Str + 1 WF +1 Sword -2PA/) 2d6+17
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.
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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
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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), Toughness (Lvl 1), Power Attack (-2 to hit, +6 damage 2H or +4 damage 1H) (Class 3), Intimidating Prowess (lvl 3), Improved Initiative (Lvl 5), Cornugon Smash (Damage an opponent with Power Attack, make an immediate Intimidate check as a free action to attempt to demoralize). (Class 6)
Mythic Feats: Mythic Power Attack [When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2. In addition, the bonus damage from this feat is doubled on a critical hit, before it's multiplied by the weapon's critical multiplier. You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.]
Traits: Touched By Divinity (Campaign) [sblock]Touched by Divinity (Hierophant): The PC can select a second domain granted by his affiliated deity. He can use the 1st-level spells of both domains as spell-like abilities a number of times per day each equal to his mythic tier. By expending one use of mythic power, he may use any of these two domains' spells as a spell-like ability, but may only use spells of a level equal to or less than his mythic tier.
Begin play with silver holy symbol, Strength Domain, Destruction (Rage) 1st lvl spell 1/day as a spell-like ability: Enlarge Person 6 min or True Strike [/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
+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)
+17 Intimidate (6 rank +1 Cha + 3 CS + 2 Tribal Scars + 5 Intimidating Prowess)
+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)
+8 Sense Motive (1 rank +2 Wis +3 CS + 2 DM Bonus)
+4 Spellcraft (1 rank + 0 Int +3 CS)
+6 Survival (1 rank + 2 Wis +3 CS)
Spells
5/5/4
Spells Prepared:
0 level: Create Water, Detect Poison x2 , Light, Read Magic
1st level: Bless, Clarion Call, Comprehend Languages, Remove Fear, Swallow Your Fear,
2nd level: Align Weapon, Bull’s Strength, Effortless Armor, Spear of Purity
Equipment: 215 gp
+2 Full Plate 5,650 gp
+1 Cold Iron Greatsword: Gorum-var (Gorum’s Arm) 4,400 gp
Belt of Giant Strength +2 4,000 gp
Cloak of Resistance +1 1,000 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
4 flasks of Holy Water 100 gp
Silver Holy Symbol (Sword) 25 gp
2 packets of Troll Styptic 200 gp
10 Sunrods 20 gp
Masterwork Armor and Sword maintenance kit 55 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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