Jarvaxus Garestic

Londo Greenbottle's page

417 posts. Organized Play character for eddv.


Race

LG Half Orc HP: 38/38 | F +7 R +4 W +6 | AC 17 (21) FF 16 (20) T 12 (16) CMB +7 CMD 19 | Bonded Senses 8/8 Bonded Manifestation 8/8 Per: +0 SM: +0 Init: +5

Classes/Levels

Zarisha Stats:
HP: 26/26 AC 19 T: 13 FF: 16 | F + 5 R + 4 W + 4 | CMB +5 CMD 18 | Per +7 SM 0 Init + 3

Alignment

LG

Deity

Sarenrae

Strength 16
Dexterity 12
Constitution 13
Intelligence 8
Wisdom 10
Charisma 18

About Londo Greenbottle

Former Crusader turned mercenary for the Sczarni.

He is haunted by the horrors he endured and participated in during the Third Crusade - pogroms that claimed many of his people. He joined in the pogrom out of greed and avarice but has come to regret his role.

This is complicated by his spiritual resonance with an innocent he helped to murder - a witch who turned out to be falsely accused. Deeply cynical and sarcastic. Older and gray haired, lots of wrinkles. Wears a habit bearing the sigil of the dawnflower.

Planned Build:
Fractured Mind Spiritualist

HP: 38
Saves: F: +7 R: +4 W: +6
Init: +5
AC: 17 (+5 Armor + 1 Dex +1 Deflection)

Attacks:
+1 Greataxe: +8 1d12+7
Sap: +7 1d6+4
Morningstar +7 1d8+6
Javelin +4 1d6 + 4

Skills:
Bluff: +8 (1 Rank + 3 Class Bonus + 4 Cha)
Diplomacy: +13 (4 rank + 3 Class Bonus + 4 Cha + 2 trait)
Intimidate: +17 or 14 (5 Rank + 3 Class Bonus + 4 Cha + 2 Racial + 3 skill focus)
Knowledge: Religion +10 or 7 (5 Rank + 3 Class Bonus - 1 Int + 3 Skill Focus)
Profession: Soldier +12 (5 rank + 3 Class Bonus + 0 Wis + 4 Str)

Racials:
+2 to Intimidate
Skilled
Sacred Tattoo +1 Luck Bonus to Saves
Proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.
Orc Blood

Abilities:
Etheric Tether: Phantom must stay within 50 feet or 100 feet with concentration
Emotional Spellcasting

Shared Conciousness: While Zarisha is confined in Londo's consciousness (but not while she’s fully manifested or banished to the Ethereal Plane), she grants Londo Skill Focus: Intimidate and Skill Focus: Knowledge Religion feats and a +4 bonus on saving throws against all mind-affecting effects;

Shared Spells, Deliver Touch Spells

Bonded Manifestation: Swift Action 7/day - +4 Shield Bonus or concealment vs ranged attacks

Spiritual Interference: When within reach of ectoplasmic manifested phantom, +2 Shield Bonus and Saves

Bungle (DC 16) 1/day: Target takes -20 penalty on next d20 roll.

Feats:
T. Brevoy Bandit: +Str to Profession:Soldier
T. Illuminator: +2 to Diplomacy
1. Spell Focus: Necromancy
3. Improved Initiative
5. Power Attack

Future Build:
7. Spell Penetration
9. Greater Spell Penetration

Spells:
0: Daze, Detect Magic, Grave Words, Mage Hand, Mending, Read Magic
1 (3/5): Burst of Adrenaline, Cause Fear (16), Fumblestep, Touch of Gracelessness (15)
2 (0/3): Ghoul Touch (17), Scare (17), Lesser Restoration

Magic Items:

+1 Greataxe
+1 lamellar leather armor
+1 Cloak of Resistance
Dawnflower Sash: 1/day as an immediate action once hp reaches -1 or lower cast Cure Light Wounds (1d8 + 5), constant endure elements (warm) and feather fall, can be used as torch
Archon's Torch
Cure Light Wounds Wand (0/50)
Cure Light Wounds Wand (50/50)
Potion of Shield of Faith +2 (3 pots)
+2 Belt of Strength
Potion of Remove Paralysis
Potion of Cure Moderate Wounds
Scroll of Remove Curse
Scroll of Resist Energy
Scroll of See Invisibility

Gear:
Incense
Magnetized Paper
Ectoplasmic Residue (4 flasks)
Acid (2 vials)
Holy Water (3 vials)
Alchemist's Fire (2 vials)
Crowbar

Zarisha al-Sakawi

Str 13, Dex 15, Con 13, Int 11, Wis 10, Cha 14
Speed 30 ft
AC: 19 (10+3 Dex +6 dodge (in incorporeal form) or +6 natural armor (in ectoplasmic form) T: 19 or 13 FF: 10 or 16
Saves F: 5 R 4 W: 4

Attack 2 slams: +8 1d8 +1

Abilities:
Power from Despair (Su): The phantom gains a +2 bonus on attack and damage rolls against creatures that are shaken, frightened, panicked, cowering, or subject to effects such as aura of despair or crushing despair.

Miserable Strike (Su)
On Slam Attack, target must make DC 14 Will Save or take a –2 penalty on attack and damage rolls for 1 round. This is a mind-affecting fear and emotion effect. Penalties from multiple hits don’t stack with themselves.

Feats:
1. Weapon Finesse
3. Weapon Focus (Slam)

:
5. Dazzling Display
7. Shatter Defenses

Skills:
Intimidate: +9
Religion: +8
Perception: +7
Stealth: +10
UMD: +9