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Unag Bren, Vater

Male, (Tiefling), Warpriest of Asmodeus 14
LE, Medium outsider (native) and humanoid (human)

Languages: Common, Infernal, Elven, Gnome

Als schlechter Scherz Pharasmas erblickte Unag Bren in einer entfernten Region Cheliax das Licht der Welt. Seine Mutter starb dabei, von seinem höllischen Vater fehlte jede Spur. Die Priesterin der Göttin die bei seiner Geburt zu gegen war sah etwas in dem Knaben mit den gelben Augen und dem Kranz kleiner Hörner um seinen Kopf herum. Nur deshalb lies sein Onkel das Ungeheuer aus dem Schoss seiner Schwester am Leben, packte es in einen Weidenkorb und setzte es vor dem nächst gelegenen Tempel aus. Auf einem Stück Pergament nieder geschrieben die Worte der Priesterin.

Ein Aasimar Priester des Asmodeus nahm sich des Findelkindes an. Angetrieben von einem Mix aus einer wohlwollenden Interpretation der Prophezeiung und der eigenen Erfahrung als Außenseiter in Cheliax' Gesellschaft. Fortan wuchs Unag in den Mauern der Abtei auf, lernte dass zwei Dinge für sein Überleben wichtig waren in dieser Welt die zwar von Teufeln fasziniert, aber deren Mischlinge nicht akzeptiert sind. Treue und Loyalität dem Glauben und dem Herrscher gegenüber. Was auf dem Pergament stand hat Unag nie erfahren, in dieser Beziehung blieb der Priester stehts Wort karg.

Glücklicherweise sind die physischen Merkmale1) die Unag von Menschen unterscheiden nicht all zu auffällig. Einmal abgesehen von seiner Augenfarbe. In der Regel reicht es, wenn der stattlich gebaute Mann die Kapuze der schwarzen mit roten Symboliken des Glaubens verzierten Kutte tief ins Gesicht zieht, dass er unbescholten auf den Straßen unterwegs sein kann.

Stats

STR2)
DEX3) 5
CON 15 2
INT4) 3
WIS5) 5
CHA6) 0
HD 14
Hitpoints7) 108 (98)
BAB 10
Melee
Ranged
Fort
Ref
Will
Acrobatics (DEX) 3 0
Appraise (INT) 0 0
Bluff (CHA) 1 2
Climb (STR) 1 3
Diplomacy (CHA) 10 4
Disable Device (DEX) 0 0
Disguise (CHA) 0 0
Escape Artist (DEX) 0 0
Fly (DEX) 0 0
Handle Animal (CHA) 4 3
Heal (WIS) 1 3
Intimidate (CHA)8) 3
Knowledge (Arcana) (INT) 0 0
Knowledge (Engineering) (INT) 0 0
Knowledge (History) (INT) 0 0
Knowledge (Local) (INT) 0 0
Knowledge (Nature) (INT) 0 0
Knowledge (Planes) (INT) 2 4
Knowledge (Religion) (INT) 5 4
Linguistics (INT) 0 0
Perception (WIS) 14 0
Ride (DEX) 5 3
Sense Motive (WIS) 1 3
Sleight of Hands (DEX) 0 0
Spellcraft (INT) 9 3
Stealth (DEX) 0 2
Survival (WIS) 2 3
Swim (STR) 0 0
Use Magic Device (CHA) 0 0
Size Modifier 0
AC (Deflection) 0
AC (Enhancement) [Armor, Shield]
AC (Dodge) 0
AC (Natural) 3
AC (Armor) 6
AC (Shield)9)
AC (Insight) 1
AC10) / touch / flat / /
Shield of Faith +4 deflection
(Ring of Deflection +1)
Ironskin +5 (+3 if Amulet NA worn)
Enlarge Person -2
Sacred Armor +2
Haste +1
CMB
CMD
ACP 2
DR 10/good

Action Points11): 7 [5]

fav Class Warpriest Skills: 2+Int [4]12)

Resistence: cold (15), electricity (5), fire (15)

Gear

Item Cost (gp) Notes
Bargeld 23959,5 gp
Mithral Breastplate +3 13200 Armor Bonus +9; Max Dex Bonus +5; Armor Check Penalty -1
Sacret Armor (10min/day; 1min blocks): +2 enhancement bonus (up to +5) or energy resistance, fortification, glamered, spell resistance.
mag (+1) devil bane13) Kukri 1008 1d4, 1d10+714), 18–20/×2, S, Att: +18/+1315)
Sacret Weapon (13r/day): The warpriest can enhance a weapon to have any of the following special abilities: brilliant energy, defending, disruption, flaming, frost, keen, shock, mighty cleaving or unholy or a stacking additional enhancement bonus (up to +5). The sum of the additional enhancement bonus is +2.
mag. (+1) keen human bane16) Kukri 5008 1d4, 1d10+717), (Keen 15-20×2), S, Att: +18/+1318)
Sacret Weapon (13r/day): The warpriest can enhance a weapon to have any of the following special abilities: brilliant energy, defending, disruption, flaming, frost, keen, shock, mighty cleaving or unholy or a stacking additional enhancement bonus. The sum of the additional enhancement bonus is +2.
mag (+1) light Mace 1005 1d6 1d10+719), x2, B, Att +17/+1220)
Sacret Weapon (12r/day): The warpriest can enhance a weapon to have any of the following special abilities: brilliant energy, defending, disruption, flaming, frost, keen, shock, mighty cleaving or unholy or a stacking additional enhancement bonus. The sum of the additional enhancement bonus is +2.
mag (+1/+1) spiked light steel shield 1969 Shield bonus AC +221) , 1d4+722), x2, P, Att +17 23), Armor Check Penalty -1
flaming composite Longbow STR +5 300 1d8+624), x3, P, Att +15/+1025), range 110ft
16 Pfeile
Warpriest kit 11.5 includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (1 0), trail rations (S days), a waterskin, and a wooden holy symbol. ++ gloves
Potion of Cure Light Wounds 100 2, 1d8+1
Potion of Enlarge Person 100 1
gute Priester Kleidung 20
Sacret Symbol of Asmodeus Platin Kette mit Emblem aus roten und schwarzen Onyxen 500
Wand Cure Light Wounds Ldg: 10
Wand of Infernal Healing Ldg: 22
Wand of Prayer Ldg: 14
Pearl of Power Lvl 1, 2 Lvl 2, Lvl 3, Lvl 4
Cloak of Resistance 2000 Lvl 3
Ring of Mindshielding The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.
Ring of Deflection +1
Cassock of the Clergy 2300 At the most basic level, the garment functions as a divine focus. Additionally, the wearer gains a +3 competence bonus on Charisma-based checks to influence creatures that match her alignment or that of her patron deity. Also, the wearer may use bless and sanctuary (DC 11) each once per day, and may prepare one additional orison each day.
Amulet of Natural Armor 18000 Lvl 3
Belt of Physical Might +4 30000 DEX, STR
efficient Quiver 1800 1Slaying Arrow: Dragon, +1 devil-bane arrows (10), 53 Arrows; große Fächer mit zusätzlichen Pfeilen, 2 +1 Halfling Bane Arrow, 2 +1 Human Bane Arrow
Handy Haversack 1000
Travelers Anvil 5
Outfit, Courtier’s 30 gekauft
Trinkhorn des Teufels 5400 Ein mit Piktogrammen eines rauschenden Festes in der Hölle reich verziertes immer gut gefülltes Trinkhorn. Wird aus dem Horn getrunken, gewährt es drei mal am Tag für 5 Minuten den Effekt von Enlarge Person.
Asmodeus Sagenwelt Bei einem der Levaloch gefundenes Büchlein mit Sagen über die Heldentaten von Asmodeus und seinen Champions. Da kann man noch dran forschen um einige interessante Dinge entziffern.
Bis Dato entzifferte Verse:
Rethos Damakus, Auge Asmodeus.
Er weiht seine Kindheit dem Herrn,
und der Herr gibt ihm List und Tücke,
leitet seinen Dolch in das Herz des Schlägers,
reicht ihm das Feuer seine Peiniger zu richten,
führt ihn durch Feuer und Asche ins Licht.
Zu sehen, zu erinnern, zu berichten.

Rethus Damakus, Hand Asmodeus.
Er weiht seine Jugend dem Herrn,
Und der Herr gibt ihm Gewandtheit und Stärke,
leitet sein Auge in das Herz des Verräters,
führt sein Schwert durch die Kehle des Eidbrüchigen.
Führt ihn durch Blut und Eisen ans Licht.
Zu sehen, zu erinnern, zu richten
Martyr's Tear gebaut, 18 HP
Dusty Rose Ioun Stone 5000gp gekauft, AC+1
2 Snapleaf Token gekauft
Crown of contracts
gar nicht mehr so rostige silbrige Dornenkrone (Headband, Wis +4), ein Zacken mit einem Rubin, einer mit einem Saphir verziert
10 Blutpunkte
gefunden nach der Erkenntnis aus der Sagenwelt
Der Rubin kann über permanenten Schaden in einem 10 Minütigen Ritual aufgeladen werden (1 HP bis zu 3* HD). Standard Aktion einen Teufel heraufbeschwören (wie summon Monster) bis zu deinen HD26), bleibt für HD Runden, das verbraucht Teufel HD an Blut (Schaden kann wieder geheilt werden). Die Krone verliert pro Nacht 1 HD an Blut (welcher dann in der nächsten Nacht wieder geheilt werden kann.) Das Blut muss von jemandem stammen der bei Bewusstsein ist. 50/50 Chance ob der Teufel kommt der gewünscht wurde.
3/tag nimm 10 Punkte Schaden, dann für 6 Runden CL +1 und Save DC +2 für lawful oder evil Sprüche, Schaden bleibt bis zum nächsten Gebet für neue Sprüche wenn die Sprüche in Asmodeus Sinne verwendet wurden, heilt er den Schaden
Staff of Healing 2 (von 10) Ldg; Cure serious wounds (1 charge), Lesser restoration (1 charge), Remove blindness/deafness (2 charges), Remove disease (3 charges) [Recharge with Spell Level 3, 1 charge per day]
Spell component pouch 5
Talisman of Ultimate Evi (5 Ldg)
Incense of Meditation
Wand of Infernal Healing [50 Ldg], [9 Ldg]
Hellfire Halo functions as headband of mental superiority +2, swift action flames on/off, if flames on: immune to archons aura of menance and ignores protective aura of angels he attacks, 3/d if attacking creature that is affected by a holy aura → may attemp dispell it (with CL16), 1st time attacked by a smite evil the smite ends and smiter must succeed a DC20 WILL save or be staggered for 1d4 rounds
sum

Angriffe

  • Kukri: /r d20+17 # att-kukri; d10+7 # dmg-kukri (S)
    defensiv /r d20+13 # att-kukri; d10+7 # dmg-kukri (S)
  • 2 Weapon (full-round): /r d20+15 # att-kukri; d10+7 # dmg-kukri (S); d20+14 # att-shield; d4+7 # dmg-shield (P); d20+10 # att-kukri; d10+7 # dmg-kukri (S)
    defensiv /r d20+9 # att-kukri defensiv; d10+7 # dmg-kukri (S); d20+9 # att-shield defensiv; d4+7 # dmg-shield (P); d20+6 # att-kukri defensiv; d10+7 # dmg-kukri (S)
  • comp. Longbow: /r d20+14 # att-flaming-bow; d8+6+d6 # dmg-bow (P)
  • Enlarged: Damage Sacred Weapon (Kukri, Mace) 2d8+8, Shield 1d4+8

Tiefling

+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange and unnerving.

  • Native Outsider: Tieflings are outsiders with the native subtype.
  • Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
  • Normal Speed: Tieflings have a base speed of 30 feet.
  • Darkvision: Tieflings see in the dark for up to 60 feet.
  • Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
  • Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
  • Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
  • Pass for Human: Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling’s type, subtype, and languages.
  • Soul Seer: Rare tieflings have a peculiar sight that allows them to see the state of a creature's soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.
  • Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, Abyssal and Orc.

Traits

  • Asmodean Acolyte +1 Trait bonus to Diplomacy, Knowledge (Plains), Knowledge (Religion). One is a class skill. Knows the Infernal tongue.
  • Shield Trained: Heavy and light shields are considered simple weapons rather than martial weapons for you. Heavy shields are considered light weapons for you.
  • Thrune Loyal Agent: You have sworn your body to Queen Abrogail and House Thrune in a ritual ceremony, and are willing to lay down your life in service to Thrune. Once per week, when reduced to fewer than 0 hit points, you automatically gain fast healing 1 for 1 minute. Once this ability has been used, you instead gain a +4 trait bonus on Constitution checks to stabilize when reduced to negative hit points.
  • Thrune Trusted Agent (Teamwork) Your supernatural bond to other Thrune agents strengthens your resolve and allows you to bolster your allies. Prerequisite: Thrune Loyal Agent trait. Benefit: Whenever you are within 30 feet of an ally who also has this feat, you gain a +1 profane bonus on Reflex and Will saving throws. In addition, once per day as a swift action, you can forfeit the saving throw bonuses granted by this feat to increase the effectiveness of the aid another action. For a number of rounds equal to your Charisma modifier (minimum 1), when you use the aid another action to aid an ally who also has this feat, the bonus you grant to an ally’s AC, attack roll, or skill check is increased to +4 instead of the usual +2. You don’t benefit from the feat’s saving throw bonuses for 24 hours, though you still qualify as having this feat for the purpose of other characters gaining the bonuses.
  • Infernal Boons: The recipient is infused with hellish vigor, gaining darkvision 60 feet, cold resistance 15, fire resistance 15, and DR 10/good. In addition, once per day as a swift action the recipient can smite good, adding his Charisma bonus (if any) to attack rolls and adding his character level to all damage rolls against good foes. The smite good effect remains until the target of the smite is dead or the recipient rests.

Feats

Level Feat
1b Weapon Focus (Kukri)
1 Two-Weapon Fighting (Off-hand weapon is light–shield–and Two-Weapon Fighting feat, Att -2 / -2
3b Improved Shield Bash → Keep Shield bonus
3 Create Wonderous Items
5 Craft Arms and Armor
6b Teamwork: Outflank
7 Double Slice (full STR dmg bonus for off-hand weapon)
9 Shield Focus (Shield AC +1)
9b Critical Focus (+4 circumstance bonus to confirm crit)
11 Improved Two-Weapon Fighting
12b Power Attack (-3 att / +6 dmg)
13 Combat Reflexes
15

Warpriest

While paladins are defenders of all that is lawful and good, a warpriest is the living embodiment of a faithful warrior. The warpriest comes in a multitude of forms: some bear the shining armor and upright stance usually associated with paladins, while others serve as cult leaders, exorcise harmful magic effects, or forge the weapons of the faith.

Fervor (Su)

At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier.

By expending one use of fervor, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage + an additional 1d6 points for every 3 warpriest levels he possesses beyond 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it's a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This use of fervor counts as positive energy.

An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This use of fervor counts as negative energy.

A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells, or as an evil warpriest if he chose to spontaneously cast inflict spells.

As a swift action, a warpriest can expend one use of fervor to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way don't require somatic components and do not provoke attacks of opportunity.

Channel Energy

At 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used for healing or to deal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of the warpriest's fervor and doesn't provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability.

A good warpriest (or one who worships a good deity) channels positive energy and can choose either to heal living creatures or to deal damage to undead creatures. An evil warpriest (or one who worships an evil deity) channels negative energy and can choose to either deal damage to living creatures or heal undead creatures. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.

Channeling energy affects all creatures of the chosen type (either undead or living) in a 30-foot-radius burst centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. A creature that takes damage from channeled energy can attempt a Will saving throw to halve the damage. The save DC is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier. A creature healed by channeled energy cannot exceed its maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.

Blessings (Su)

A warpriest's deity influences his alignment, the 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 blessing. If a warpriest isn't devoted to a particular deity, he selects two blessings to represent his spiritual inclinations and abilities, subject to GM discretion. The restriction on alignment blessings still applies.

Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon 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 any one of his blessings, it counts against his daily limit. The save DC of these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.

If a warpriest also has levels in a class that grants cleric domains, the blessings he chooses must match the domains selected by that class. Subject to GM discretion, the warpriest can change his previously selected blessings or domains to make all of them conform. Warpriest blessings are described at the end of this class entry.

Trickery Blessing

Double (minor): At 1st level, as a move action you can create an illusory double of yourself. This double functions as a single mirror image, and lasts for a number of rounds equal to your warpriest level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one double at a time. The double created by this ability doesn't stack with the additional images from the mirror image spell.

Greater Invisibility (major): At 10th level, as a swift action you can become invisible (as greater invisibility) for 1 round.

Evil

Unholy Strike (minor): At 1st level, you can touch one weapon and give it an evil blessing. For 1 minute, the weapon takes on a black, orange, or violet cast and deals an additional 1d6 points of damage against good creatures. During this time, it's treated as evil for the purpose of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the unholy weapon special ability.

Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster iv, but its duration is 1 minute, and it works only on an evil outsider or an animal with the fiendish creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster ix at 20th level).

1)
Abbildung ähnlich ;-) und Racial Trait
2)
17 base, +2 Lvl 8/12, +4 Belt
3)
15 base, +1 Lvl 4, +4 Belt
4)
+2 Halo
5)
17 base, +4 Dornenkranz
6)
ererbt +1 Bonus +2 Halo
7)
Base 8+[7,8,7,8,3,6,1,8,1,6,2,5,4]+13*2CON+6 Fav Class
8)
Halo +HD
9)
Shield Focus
10)
fighting defensively: Att -4, AC (dodge) +3
11)
Level / 2
12)
Fav Class: Lvl 2,3,5,7,9,10,11
13)
+2 Att, +2d6+2 Dmg vs devils
14)
Str 6, mag 1; large 2d8+8
15) , 18)
melee +16, mag +1, weapon focus +1 – TWF +13
16)
+2 Att, +2d6+2 Dmg vs Humans
17)
STR 6, mag 1; large 2d8+8
19)
mag, large 2d8+8
20)
melee +16, mag +1, TWF +13
21)
Shield +1, mag +1
22)
mag +1
23)
+1 mag, melee +16, TWF +13
24)
mag +1, STR+5
25)
mag +1, ranged +15
26)
Bone Devil HD 10, Erinyes HD 9
27)
3+1/2 the warpriest's level
28) , 30)
10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier
29)
1/2 Warpriest Level + WIS
31)
the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This ability grants the weapon a +3 enhancement bonus. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds don't need to be consecutive.
32)
In 1 Minuten Abschnitten, At 7th level, the warpriest gains the ability to enhance his armor (but not shields) with divine power as a swift action. This ability grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1. The warpriest can use this ability for a number of minutes per day equal to his warpriest level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The warpriest can enhance armor with any of the following special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, or spell resistance (13, 15, 17, or 19).
33)
1d8+5
hell/unag_bren.1713329906.txt.gz · Zuletzt geändert: 2024/04/17 06:58 von karaan