I am Loon.
A warpriest of the Lady of Death and Life.
Dig this. I am a Goblin of Life and Death.
Bow. I am D Goblin.
I am Loon......
I'm here for the treasure and If I find your body, don't worry. You're in good hands...........Relatively of course.
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Loon Basics--------------------
Male Goblin Warpriest 1
Neutral Small Humanoid (Goblinoid)
Init +3;
Senses DarkVision 60ft Perception +3
Size: Small
Age: 30
Speed: 30Ft
Height: 3'1" (Tall Enough)
Weight: 45lbs (Light)
Hair: What??
Eyes: Who Cares? Purple if you must know
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Defense--------------------
AC 20, touch 15, flat-footed 16 (+4 armor, +1 Shield, +3 Dex, +0 natural, +1 Dodge, +1 Size)
hp 10 (1d8+2)
Fort +5,
Ref +3,
Will +4
Resist --------------------
Offense--------------------
OffensesSpeed 30 ft.
Ranged Shortbow +4 (1d4 20/x3)
Melee Dagger +3 (1d3+1 20/x3)
Melee Club +3 (1d3+1 20/x3)
Special Attacks Spell-Like Abilities --------------------
Statistics--------------------
Str 12,
Dex 17,
Con 14,
Int 12,
Wis 14,
Cha 8
Base Atk +0;
CMB +0;
CMD 14
Languages Goblin, Common
SQ --------------------
Traits--------------------
Advantageous Distraction (Race)Like most goblins, you’re easily distracted. Unlike most goblins, though, you have a knack for being distracted at the right time, especially when it comes to avoiding pain. Once per day as a swift action, you can be momentarily distracted in combat— ducking an axe swing to inspect a toadstool, or stooping behind a tree to lick some bark and accidentally avoiding an arrow, and so on. When you activate this ability, you gain a +2 dodge bonus to your AC for 1 round.
Birthmark (Faith) You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
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Feats--------------------
Dodge (1)You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Weapon Focus (Dagger) (Warpriest Focus Weapon)You gain a +1 bonus on all attack rolls you make using the selected weapon.
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Class Features--------------------
Spells: A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, may restrict him from casting certain spells opposed to his moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A warpriest must choose and prepare his spells in advance.
A warpriest’s highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher.
To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell level. The saving throw DC against a warpriest’s spell is 10 + the spell level + the warpriest’s Wisdom modifier.
Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–13. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1–3 in the Core Rulebook).
Warpriests meditate or pray for their spells. Each warpriest must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
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 (Su): A warpriest’s deity inf luences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon a blessing, it counts against his daily limit. The DC for any of these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
Bonus Feats: At 3rd level, and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The warpriest must meet the prerequisites for these feats.
Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (choosing any weapon, not just his deity’s favored weapon). If his deity’s favored weapon is unarmed strike, he can instead select Improved Unarmed Strike as a bonus feat.
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 (Su): Weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat (if he has multiple Weapon Focus feats, this ability applies to all of them). Whenever the warpriest is wielding a sacred weapon, he treats his warpriest level as his base attack bonus for attacks made with that weapon, stacking with any base attack bonus from other classes or racial Hit Dice.
In addition, the warpriest sacred weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–13; see the table below for Small and Large warpriests. If the weapon normally deals more damage than this, its damage is unchanged. This increase in damage does not affect any other aspect of the weapon. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made.
At 4th level, the warpriest gains the ability to imbue his sacred weapon with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every four levels beyond 4th, this bonus increases by +1 to a maximum of +5 at 20th level.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can imbue a weapon with any of the following weapon properties: 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 holy and merciful. If he is lawful, he can add axiomatic and ghost touch. Adding any of these properties consumes an amount of bonus equal to the properties base cost (see Table 15–9 of the Core Rulebook). Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other properties can be added, whether normally from itself or granted by this ability.
The warpriest can use this ability one round per day per warpriest level, but these rounds do not need to be consecutive. The enhancement bonus and properties are determined the first time the ability is used each day, and cannot be changed until the ability is used again the next day. These bonuses only apply while the warpriest is holding the weapon, and end immediately if the weapon is sheathed or leaves the warpriest’s possession. This ability can be ended as a free action at the start of the warpriest’s turn (and that round does not count against the total duration, unless the ability is resumed). If the warpriest uses this ability on a double weapon, the effects only apply to one end the weapon.
Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison in order to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name.
An evil warpriest (or a neutral warpriest of an evil deity) can’t convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with “inflict” in its name.
A warpriest that is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells, player’s choice. Once this choice is made, it cannot be changed. This choice also determines if the warpriest channels positive or negative energy (see Channel Energy below).
Fervor (Su): Starting at 2nd level, the 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 half his warpriest level plus his Charisma modifier.
With one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal 1d6 points of damage plus an additional 1d6 points of damage per 3 warpriest levels above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action, unless the warpriest targets herself, 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.
An evil warpriest (or one who worships an evil deity) can use this ability to deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. Neutral warpriests who worship a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he selected to spontaneously cast cure spells or as an evil warpriest if he selected to spontaneously cast inf lict spells.
As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared. When cast in this way, the spell can only target 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.
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Skills--------------------
Acrobatics +0 (+0 Rank, +0 trained, +3 Ability, -3 Armor)
Appraise +1 (+0 Rank, +0 trained, +1 Ability)
Bluff -1 (+0 Rank, +0 trained, -1 Ability)
Climb -2 (+0 Rank, +0 trained, +1 Ability, -3 Armor)
Craft () +1 (+0 Rank, +0 trained, -1 Ability)
Diplomacy -1 (+0 Rank, +0 trained, -1 Ability)
Disable Device +0 (+0 Rank, +0 trained, +3 Ability, -3 Armor)
Disguise +4 (+0 Rank, +0 trained, +4 Ability)
Escape Artist +4 (+0 Rank, +0 trained, +4 Ability)
Fly +0 +0 (+0 Rank, +0 trained, +3 Ability, -3 Armor)
Handle Animal +4 (+0 Rank, +0 trained, +4 Ability)
Heal +1 (+0 Rank, +0 trained, +1 Ability)
Intimidate -1 (+0 Rank, +0 trained, -1 Ability)
Knowledge (Religion) +5 (+1 Rank, +3 trained, +1 Ability)
Linguistics +0 (+0 Rank, +0 trained, +1 Ability)
Perception +3 (+1 Rank, +0 trained, +2 Ability)
Perform (Oratory) -1 (+0 Rank, +0 trained, -1 Ability)
Ride +4 (+0 Rank, +0 trained, +3 Ability, -3 Armor, +4 Racial)
Sense Motive +2 (+0 Rank, +0 trained, +2 Ability)
Spellcraft +5 (+1 Rank, +3 trained, +1 Ability)
Stealth +9 (+1 Rank, +0 trained, +3 Ability, +4 Size, +4 Racial, -3 Armor)
Survival +2 (+0 Rank, +0 trained, +2 Ability)
Swim -2 (+0 Rank, +0 trained, +1 Ability, -3 Armor)
Use Magic Device -1 (+0 Rank, +0 trained, -1 Ability)
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Magic--------------------
Bonus Spells (1st: 1, 2nd: 1, 3rd: 0, 4th: 0, 5th: 0)Caster Level: 1 Warpriest Spells Known (3) Level 0 DC 12Guidance
Detect Magic
Create Water
Warpriest Spells (2) Level 1 DC 13Obsuring Mist
Shield of Faith
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Special Abilities--------------------
Healing BlessingSelfish Healer (minor): At 1st level, as a swift action you can cast a prepared cure spell on yourself. This counts as a quickened spell for your turn, and doesn’t provoke attacks of opportunity. [/i]
Fast Healing (major): At 10th level, as a standard action you can touch an ally to grant it fast healing 3 for 1 minute.
Water BlessingIce Strike (minor): At 1st level, as a standard action you can touch one melee weapon to imbue it with the power of water. For 1 minute, this weapon glows with a blue white chill and deals 1d4 points of cold damage with each strike. This bonus damage doesn’t stack with the frost or icy burst weapon special abilities.
Armor of Ice (major): At 10th level, you can touch any one ally as a standard action to wreath it in freezing mist. This works as fire shield (cold shield only) with a duration 1 minute.
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Equipment--------------------
Equipment list]
Melee Weapons Dagger, Club (Thigh Bone)
Ranged Weapons Shortbow, Arrows (40)
Armor Lamellar (leather)
Other Gear Cleric's kit : This kit includes backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Spell component pouch
Explorer's Clothes
Magic Item Wealth 57gp