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Krun Thuul

Finneas Glenn's page

2,043 posts. Alias of Balodek.

Full Name

Finneas Glenn


Half-Orc (Smoking Eye)


Oracle of Battle/Barbarian (Armored Hulk)/Rage Prophet/Chevalier 4/3/6/3


|| Per +19 | Fort +13 Ref +8 Will +13 | BAB +13 | CMB +20 | CMD 31 || Init +7






Chaotic Good






Common, Orc, Celestial


Buttkicking for Goodness

Strength 20
Dexterity 12
Constitution 15
Intelligence 10
Wisdom 10
Charisma 17

About Finneas Glenn


[dice=Greatsword Power Attack]1d20+19;2d6+20[/dice]

HP = 150/150 (+32 Temporary)
AC/T/FF = 26/13/25 (-2 AC Raging) (+3 w/ Barkskin)
Weapon Equipped = +1 Holy Cold Iron Greatsword
Speed = 30'
Rage/day = 16/16
Hero Points = 3
Moment of Clarity (1/rage) = 1/1
Dancing Lights (1/day) = 1/1
Ghost Sound (1/day) = 1/1
Guidance (1/rage) = 1/1 (+3 vs. fey/outsider/undead/incorporeal)
Mage Hand (1/day) = 1/1
Smite Evil (1/day) = 1/1 (+3 to hit, +16 to damage, +3 Deflection AC)
Extracts: Enlarge Person, Shield, Fly +7, Barkskin +5
Oracle Spells Known (CL 8th; concentration +15)
. . 4th 3/3 Blessing of Fervor[APG]*, CCW, Wall of Fire
. . 3rd 6/6 CSW, Deadly Juggernaut[UC], Dispel Magic, Magic Vestment, Speak with Dead*
. . 2nd 7/7 Augury, CMW, Fog Cloud, Grace[APG], Levitate, Minor Image*, Resist Energy, Lesser Restoration, See Invisibility
. . 1st 7/7 CLW, Divine Favor, Enhance Water, Enlarge Person*, Protection from Evil, Remove Fear, Shield of Faith
. . 0 Create Water, Detect Magic, Detect Poison, Ghost Sound*, Light, Mage Hand, Mending, Purify Food and Drink*, Spark[APG]*, Stabilize
* Allows save DC = 13 + Spell Level
Status Effects = None

Feats, Traits, Special Abilities:

Desperate Focus Benefit: You gain a +2 trait bonus on concentration checks.
Scarred Soul Benefit: You gain a +2 bonus on initiative checks.
Scarred Soul Drawback: Your experiences have left your mind less able to deal with trauma, and as a result you suffer a -1 penalty on all Will saves.

Darkvision (60 feet) You can see in the dark (black and white vision only).
Sacred Tattoo: Tattoos, piercings, and ritual scarification are sacred markings to many Half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.

Haunted Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.
Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor.
War Sight Roll twice for Initiative take either result. Level 7 Always react in the surprise round. Level 11 Roll 3 times for Initiative.
Weapon Mastery Gain Weapon Focus. At 8th level gain Improved Critical. At 12th level gain Greater Weapon Focus.

Indomitable Stance (Ex) +1 to Reflex vs trample & to hit, dam, and AC vs charging foe.
Moment of Clarity (1/rage) (Ex) Remove the benefits and penalties of a rage for 1 round without ending the rage.
Rage (16 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Resilience of Steel +1 (Ex) Gain bonus to AC vs a foe's critical confirmation rolls.

Rage Prophet
Enduring Rage (Su) While raging, can sacrifice spell slot to extend rage for spell level rds.
Ragecaster (+6 CL) (Su) Oracle CL adds Barbarian level with moment of clarity.
Raging Healer (Su) Can cast cure spells on yourself while raging, without clarity of mind.
Spirit Guardian (Sp) Swift action to spend rage and grant arms ghost touch for 1 rd, even when not raging.
Spirit Guide (1/rage) (Sp) 1/rage, use Guidance.

Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Controlled Charge (Ex) You take no AC penalty when charging.
Immunity to Poison You are immune to poison.
Recklessness +1 (Ex) Gain a bonus to attack and damage on the first round of combat.
Smite Evil (1/day) (Su) +3 to hit, +15 to damage, +3 deflection bonus to AC when used.
Stubborn Mind (Ex) If fail a save vs an enchantment, can resave 1 rd later.

Armor Proficiency (Heavy)
Armor Proficiency (Light)
Armor Proficiency (Medium)
Extra Rage +6 round of rage a day
Ferocious Tenacity When raging, if I would be killed by an attack, can spend 1 or more rds of rage to negate damage. Every point of rage counters damage equal to my Raging Constitution bonus.
Improved Critical (Greatsword)
Improved Initiative
Martial Weapon Proficiency - All
Shield Proficiency
Simple Weapon Proficiency - All
Power Attack -4/+8
Extra Revelation
Weapon Focus: Greatsword

Smoking Eye Template:

The left eye is replaced with a magical flame that gives off no heat and does not burn the surrounding flesh. When the eye is open, it provides illumination as a candle. The base creature’s vision is unaffected—he or she can still see through the transformed eye normally. The eye also gives off wisps of bitter smoke. The smoke doesn’t obscure vision, but it does give a +10 bonus to creatures trying to track the creature by scent.

Attacks: The base creature gains a +1 insight bonus on all attacks as the power of Occipitus subtly guides his blows.

Spellcasting: The base creature’s effective caster level for spells and spell-like abilities goes up by +1.

Imbued with Evil: Regardless of the base creature’s actual alignment, spells and spell-like abilities with the evil descriptor treat the base creature as if his or her alignment were evil. Spells and spell-like abilities with the good descriptor treat the base creature as if his or her alignment were good. Magic items are similarly fooled. An unholy blight spell, for example, won’t damage the base creature.

Saves: The base creature gains a +1 insight bonus on all saving throws.

Other: To be revealed and/or discovered. There’s no manual.


Acrobatics +8
Appraise +0
Bluff +3
Climb -2
Diplomacy +7
Disguise +2
Escape Artist -3
Fly +11
Heal +4
Intimidate +13
Knowledge: Engineering +4
Knowledge: Local +1
Knowledge: Planes +4
Knowledge: Religion +8
Linguistics +1
Perception +19
Ride -3
Sense Motive +0
Spellcraft +6
Stealth -3
Survival +10
Swim +0

Gold & Equipment:

Total Weight Carried: 137.5/350lbs, Medium Load
(Light: 116lbs, Medium: 233lbs, Heavy: 350lbs)

Axe, Throwing x2 2lbs
+1 Holy Cold Iron Greatsword 8lbs
Silver Morningstar 6lbs
Backpack (17 @ 23 lbs) 2lbs
Bedroll <In: Backpack> 5lbs
Blanket <In: Backpack> 1lb
Crowbar 5lbs
Flint and steel <In: Backpack>
Holy symbol, silver: Kord 1lb
Iron Spike x5 <In: Backpack> 1lb
Wooden Stake x6 6lbs
Money <In: Pouch, belt> 0.4lbs
Pouch, belt (1 @ 0.4 lbs) 0.5lbs
Rations, trail (per day) x6 <In: Backpack>
Rope, silk (50 ft.) <In: Backpack> 5lbs
Shaving kit <In: Backpack> 0.5lbs
Soap, Bar (50 uses) <In: Backpack> 0.5lbs
Spade or shovel 8lbs
Spell Component Pouch 2lbs
+2 Dragonhide Full Plate of Comfort 50lbs
Heavy Steel Shield 15lbs
Traveler's Outfit (Free) -
Waterskin 4lbs
Oil of Magic Weapon
Potion of Protection from Evil
Potion of Cure Moderate Wounds
Ring of Protection +2
Belt of Might Constitution +2
Potion of Barkskin x 2
Amulet of Natural Armor +2
Hat of Charisma +2
Mighty (+5)Composite Longbow


Born in Cauldron, Finneas never knew his parents in life. He was raised in an orphanage, and was forced to leave when he started hearing voices speaking to him. Taken in by the Temple of Lordly Might Finneas learned that the voices were actually the spirits of his dead parents, and this was a manifestation of Kord's gift to him.

Scarred from this experience but taking to heart the message of personal strength, Finneas traveled south to learn with the tribe of his father. Returning with sacred tattoos of his people, stronger in body and spirit if not mind, Finneas seeks both adventure to test himself and answers to his parent's death.


Finneas is a Half-Orc, his hair and eyes are black like his fathers, and his skin is swarthy and dark, showing his mixed heritage.
Standing 6'7" and 275 pounds Finneas is imposing, and his rough cut clothing is constantly torn and mended from his physical exertions. Rarely making eye contact he is quiet around strangers and prefers the company of friends to a crowd.

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