Game On (Almost)

in #tabletop-rpg6 years ago

Almost time for my game to get started. So far nobody has cancelled the game. I have one person that may or may not feel good enough to play, but the rest of us are going to power through. However since that person is the only player with healing capability, I think work in an NPC to be a little more active in assisting the progress of the adventures. Welcome Nathia Morgmon, a dwarven warpriest, who is happy to heal her compatriots when she is not smashing foes with her greateaxe. I wrote her up in my lunch break. Didn't make much of an effort to super optimize, but I had helped a friend with a warpriest a while back so I remembered a few tricks. She is the daughter of a weaponsmith and is currently employed traveling with her father and aunt as they ply their wares throughout Varisia.


Nathia Morgmon - created with Hero Lab®

Nathia Morgmon
Dwarf warpriest of Torag 2 (Pathfinder RPG Advanced Class Guide 60)
LG Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +3 (+5 to notice unusual stonework)


Defense

AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 19 (2d8+6)
Fort +5, Ref +1, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training

Offense

Speed 20 ft.
Melee greataxe +5 (1d12+4/×3)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks blessings 4/day (Artifice: crafter's wrath, Earth: acid strike), fervor 4/day (1d6), hatred, sacred weapon (1d6, +0, 2 rounds/day)
Warpriest Spells Prepared (CL 2nd; concentration +5)
   1st—bless, shield of faith, sun metalUC (DC 14)
   0 (at will)—create water, detect magic, resistance, stabilize

Statistics

Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 9
Base Atk +1; CMB +4; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Improved Initiative, Weapon Focus (greataxe)
Traits fate's favored, tactician
Skills Acrobatics -5 (-9 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Diplomacy +3, Heal +7, Perception +3 (+5 to notice unusual stonework), Sense Motive +7, Spellcraft +4; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
Combat Gear wand of cure light wounds; Other Gear banded mail, greataxe, light crossbow

Special Abilities

Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Fervor (1d6, 4/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

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