Tikoloshe

9 Eyes Dragon's page

55 posts. Organized Play character for BossBedlam.


Full Name

9 Eyes Dragon

Race

Half-Orc

Classes/Levels

Oracle 1

Gender

AC 15/Touch 9/Flat 15/CMD 11||HP9/[9]|Fort:+0;Ref:-1;Will:+6|Percep+11,Scent/Sense Motive+8|Init-1|Kn (R)+6|Darkvision 30'/Blind 30'+

Size

Medium

Age

16

Alignment

Neutral

Deity

None (Shamanism)

Languages

Common, Orc, Giant, Goblin

Strength 12
Dexterity 8
Constitution 10
Intelligence 14
Wisdom 18
Charisma 14

About 9 Eyes Dragon

9 Eyes Dragon

Pathfinder # 67135-1

Faction:

Faction: Andoran (Members of the Andoran faction seek to topple tyrannies from within, aiding dissidents and freedom fighters with equipment, funds, or intelligence. They are fierce foes of slavery and can take extreme measures against those who buy and sell people.)
Season 4 Faction Goal
Andoran: Establish an embassy in Magnimar, and increase the city’s influence in Varisia at the expense of Korvosa’s.

General:

Level 1 Oracle

Age: 16
Height: 6ft 6in
Weight: 220 lbs.

Eyes: Black
Hair: Black

Experience Points: 0

Alignment: Neutral

Hit Points: 8 + 1 (Favored Class) = 9
5 hit points gained every additional level

Armor Class: 15 = 10+4[armor]+2[shield]-1[dexterity]
(Flat-footed 15)(Touch 9)

Speed: 30 feet

Initiative modifier: - 1 = - 1 [dexterity]
Fortitude save: + 0 = 0 [base]
Reflex save: - 1 = 0 [base] - 1 [dexterity]
Will save: + 6 = 2 [base] + 4 [wisdom]
Attack (handheld): + 1 = 0 [base] + 1 [strength]
Attack (missile): - 1 = 0 [base] - 1 [dexterity]
Combat Maneuver Bonus: + 1 = 1 [base] + 1 [strength] - 1 [dexterity]
Combat Maneuver Defense:+ 11 = 1 [base] + 1 [strength] - 1 [dexterity] + 10

Rolls: 20 point buy system
Class: Oracle

Deities: None (Shamanism)

Race: Half-Orc
Base Racial Final Modifier
STR: 12 0 12 +1
INT: 14 0 14 +2
WIS: 16 +2 18 +4
DEX: 8 0 8 -1
CON: 10 0 10 +0
CHA: 14 0 14 +2

SPOKEN LANGUAGES: Common, Orc, Giant, Goblin

Skills:

SKILLS (Skill Ranks per Level: 4 + Int modifier + 1)
Diplomacy 1+2+3 = 6
Heal 1+4+3 = 8
Knowledge(religion) 1+2+3 = 6
Perception 1+4+2+1+3 = 11
Profession(Gambling) 1+4+3 = 8
Sense Motive 1+4+3 = 8
Survival 1+4+3+1 = 9

Profession (Gambling)
You can earn half your Profession check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the profession's daily tasks, how to supervise helpers, and how to handle common problems. You can also answer questions about your Profession. Basic questions are DC 10, while more complex questions are DC 15 or higher.

Race:

RACIAL FEATURES
Chain Fighter: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.

Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Bestial: The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces orc ferocity.

Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

Feats:

FEATS
1st: Keen Scent
1st Revelation: Undead Servitude
1st Racial Feature: Endurance

Keen Scent
Your nose is as sensitive as that of a wild predator.
Prerequisites: Wis 13, half-orc or orc.
Benefit: You gain the scent special ability.
Special: Scent
This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.
A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Endurance
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

Command Undead
Using foul powers of necromancy, you can command undead creatures, making them into your servants.
Prerequisites: Channel negative energy class feature.
Benefit: As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.

Traits:

TRAITS
Valashmai Veteran (the Valashmai Jungle)
You have traveled to the Valashmai Jungle on numerous occasions, and your prowess in traversing the jungle wilderness makes you a formidable guide and explorer.
Benefit: You gain a +1 trait bonus on Perception checks, and a +1 trait bonus on Survival checks in jungle terrain. One of these skills becomes a class skill for you.

Nomadic (Bas'o)
You have lived among the Bas'o (Mwangi) and know Sargava well.
Benefit: You gain a +1 trait bonus on Knowledge (geography) and Survival checks, and one of these skills (your choice) is always a class skill for you.

Class:

ORACLE CURSE
Clouded Vision
Your eyes are obscured, making it difficult for you to see.
Effect
You cannot see anything beyond 30 feet, but you can see as if you had darkvision.

At 5th level, this distance increases to 60 feet.

At 10th level, you gain blindsense out to a range of 30 feet.
At 15th level, you gain blindsight out to a range of 15 feet.

MYSTERY (At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery.)
Bones
Bonus Spells: cause fear (2nd), false life (4th), animate dead (6th), fear (8th), slay living (10th), circle of death (12th), control undead (14th), horrid wilting (16th), wail of the banshee (18th).

ORISONS (Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.)

REVELATIONS
At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.
Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.

Undead Servitude (Su): You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead. You can take other feats to add to this ability, such as Improved Channel, but not feats that alter this ability, such as Alignment Channel.


Equipment:

Starting Gold: 150 gp Initial Gold Spent: 144 gp, 1 sp, 6 cp
Starting Wealth: 0 gp

Gold: 12 gp, 3 sp, 4 cp

Carrying Capacity
Strength Score Light Load Medium Load Heavy Load
12 43 lbs. or less 44–86 lbs. 87–130 lbs.

ITEMS Weight Price
Backpack 2 lb (2 gp)
Waterskin 4 lb (1 gp)
Trail rations x1 1 lb (0.5 gp)
Garlic 1 lb (1 sp)
Night tea - (1 sp)
Tobacco 2 lb (1 gp)
Wolfsbane - (5 sp)
Oil, Lamp (1 pt) x2 2 lbs. (2 sp)
Bedroll 5 lbs. (1 sp)
Blanket, common 1 lb (2 sp)
Soap x5
Rope, hemp (50 ft) 10 lbs. (1 gp)
Whistle - (8 sp)
Whetstone 1 lb (1 cp)
Earplugs x5 - (15 cp)
Flint and steel - (1 gp)
Bag, waterproof .5 lb (5 sp)
Pouch, belt .5 lb (1 gp)
Pouch, spell components 2 lbs. (5 gp)

Saddlebags 8 lbs. (4 gp)
Mule (pack) 600 lbs. (5 gp)

TRADE GOODS
Salt 1 lb (5 gp)

EQUIPMENT
Flail
Chain Shirt
Shield, Heavy wooden
Belt Pouch
Pouch, spell components
Whistle
Earplugs x5
Flint and steel

Total carrying weight: 42.5 lbs.

EXPENDITURES
Hireling, trained (bowman) Cost:5 sp per day
Hireling, untrained (porter) x 2 Cost:1 sp each per day
Feed (per day) Cost: 5 cp per day, 10 lbs.

WEAPONS

(Martial)
One-Handed Melee Weapons Cost Dmg (S) Dmg (M) Critical Range Weight1 Type2 Special
Flail 8 gp 1d6 1d8 ×2 — 5 lbs. B disarm, trip

ARMOR Cost Armor/Shield Bonus Maximum Dex Bonus Armor Check Penalty Arcane Spell Failure Chance Speed Weight
30 ft. 20 ft.
Chain shirt 100 gp +4 +4 –2 20% 30 ft. 20 ft. 25 lbs.
Shield, heavy wooden 7 gp +2 — –2 15% — — 10 lbs.

Spells:

SPELLS

Spells per Day
0th/ 1st/ 2nd/ 3rd/ 4th/ 5th/ 6th/ 7th/ 8th/ 9th/
- 3 - - - - - - - -
Bonus Spells per Day
- 1 1 — — — — — — —
Oracle Spells Known
4 2 - - - - - - - -

Known Spells
Orisons: Create Water, Detect Magic, Detect Poison, Stabilize
1st: Bless, Comprehend Languages, Cure Light Wounds