Kreighton Shaine

Onnam the Guide's page

49 posts. Alias of Brass Pigeon.


Full Name

Onnammertam the Guide

Race

Wood Elf

Classes/Levels

Domain Cleric/1

Gender

Male

Size

M

Alignment

N

Deity

Hades

Languages

Common, Elven

Occupation

Guide

Strength 17
Dexterity 17
Constitution 14
Intelligence 11
Wisdom 19
Charisma 15

About Onnam the Guide

Background:

How could they!

Onnammertam the Guide was furious. The group of heroes he was supposed to guide into Monster Hill had left without him. Again! This time he was sure they would actually hire him to come along as an experienced guide to Monster Hill. He'd actually never been inside Monster Hill but he'd been a guide to many an adventurer around Monster Hill. Helping them find the things they needed: equipment, mounts, housing, healing, magical components and once even his words of advice (paid!). Onnammertam calmed down at the thought of advice.

No need to worry, Hades will require my services soon enough. There's so many souls to guide, so much wisdom to be shared and so much coin to make. I should be patient and look around for anyone in need of my guidance

he thought. Onnammertam dropped his backsack and sat down on a small black blanket. With his left hand he took out a silverpiece from one of his pockets, placed it in front of him on the blanket and started his daily prayer to Hades.

Appearance:

You see a handsome young elven man with a strong humanlike build but with the grace of an elf. His blond hair is long and well tended, with his light brown eyes he looks around as if he knows what he's doing. He's carrying a lot of things, he has a solid looking morningstar hanging from his belt and a pack of javelins on his back. Around his neck you can see some sort of holy symbol.

Basics:

Init: +3
HP: 10
AC/TOUCH/FF: 17/13/14
BAB: +0
CMB: +3
CMD: 16
Speed: 40 ft
Fort: +4
Ref: +4
Will: +6

Attacks:
Unarmed Attack: 1d20+3; 1d3+3
Morning Star: 1d20+3; 1d8+3
Dagger: 1d20+3; 1d4+3; 19-20/x2
Javelin, ranged: 1d20+3; 1d6+3

Languages:
Elven
Common

Abilities, Feats, Traits & Skills:

Abilities:
Low-light Vision
Keen Senses: +2 on Perception checks
Elven Immunities:Immune to magic sleep effects, +2 racial saving throw bonus against Enchantments spells or effects
Elven Magic: Gain a +2 racial bonus on caster level checks to overcome spell resistance. In addition +2 bonus to identify magic items.
Wood Elf Camouflage: +4 racial bonus on Stealth checks in marshes or forested areas.
Wood Elf Hatred: +1 on attack rolls against humanoid creatures of the goblinoid subtypes.
Wood Elf Stalker: Perception and Stealth are always class skills.

Favored class: Cleric
Aura: Lawful
Channel Energy: Positive, 30ft radius, 1d6 (DC13) 5/day, No AoO.
Cleric Orisons: pick 0-levels at will
Cleric Spells: All of your 1st- and higher-level cleric spell slots are domain spell slots, and can only be used to prepare domain spells.
Domains: At 1st level, you gain any three domains granted by your deity. At 4th level, and every four levels thereafter, you gain one additional domain granted either by your deity or any other deity whose alignment is within one step of your own deity's alignment.
Spontaneous Casting: Swap prepared spells for cure spells.

Feats:
Shield Proficiency (class)
Armor Proficiency, light/medium (class)
Weapon Proficiency, Simple: (class) And favored weapon of deity (Quarterstaff).
Blind-Fight: (Darkness domain)
Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.
Improved Unarmed Strike: (Level1)
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Traits
Deft Dodger: +1 Reflex
Child of the Temple: +1 Knowledge (religion) and (nobility). One is always a class skill.

Skills
Skill: Total/incl ACP Total
Acrobatics: +3/+1
Bluff: +2
Climb: +3/+1
Escape Artist: +3/+1
Heal: +4
Knowledge(religion): +5
Knowledge(local): +5
Knowledge(nobility): +1
Perception: +10
Ride: +3/+1
Sense Motive: +4
Spellcraft: +0
Stealth: +7/+5
Swim: +3/+1

Assuming it's ok I swapped one rank from Sense Motive to Knowledge(local). If not then SM should be +8 and Knowledge(local) not available.

Domain powers:

Darkness domain:
Granted Power: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.
Touch of Darkness (Sp): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st—obscuring mist, 2nd—blindness/deafness (only to cause blindness), 3rd—deeper darkness, 4th—shadow conjuration, 5th—summon monster V (summons 1d3 shadows), 6th—shadow walk, 7th—power word blind, 8th—greater shadow evocation, 9th—shades.

Trade domain:
Associated Domain: Travel.
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Replacement Power: The following granted power replaces the agile feet power of the Travel domain.
Silver-Tongued Haggler (Su): Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Domain Spells: 1st—floating disk, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—overland flight, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—gate.

Repose Domain:
Granted Powers: You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.
Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Ward Against Death (Su): At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.
Domain Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—speak with dead, 4th—death ward, 5th—slay living, 6th—undeath to death, 7th—destruction, 8th—waves of exhaustion, 9th—wail of the banshee.

Spells:

Spells per Day:
Level 0/1: 3/3

Prepared Spells:
Orisons:
Detect Magic
Light
Read Magic

Level 1:
Obscuring Mist
Floating Disk
Deathwatch

Equipment:

Morningstar
Chain Shirt
Javelin (10x)
Dagger

Backpack
Flask of Alchemist's Fire
Belt Pouch
Spell Component Pouch
Caltrops, 2x (4lbs)
Flint and Steel
Holy Symbol of Hades
Rope, silk
Sack
Sewing Needle
String
Trail Rations (6x)
Weapon Cord
Whetstone
Wrist Sheat

Starting Gold: 240
-100 -8 -2 -10 -20 -1 -5 -2 -0.2 -0.5 -0.01 -0.1 -0.02 -1 -1 -3 -1 -10-2

Current Coins:
GP: 73
SP: 1
CP: 7

Dice:

[ooc]Initiative[ooc] [dice]1d20+3[/dice]

[ooc]Trip Attempt[ooc] [dice]1d20+3[/dice]

Unarmed Attacks
[ooc]Unarmed Attack[ooc] [dice]1d20+3[/dice]
[ooc]Damage[ooc] [dice]1d3+3[/dice]

Weapons
[ooc]Attack with Morningstar[ooc] [dice]1d20+3[/dice]
[ooc]Damage with Morningstar[ooc] [dice]1d8+3[/dice]

[ooc]Attack with Dagger[ooc] [dice]1d20+3[/dice]
[ooc]Damage with Dagger[ooc] [dice]1d4+3[/dice]

[ooc]Attack with Javelin[ooc] [dice]1d20+3[/dice]
[ooc]Damage with Javelin[ooc] [dice]1d6+3[/dice]

Saves
[ooc]Fort Save[ooc] [dice]1d20+4[/dice]
[ooc]Reflex Save[ooc] [dice]1d20+4[/dice]
[ooc]Will Save[ooc] [dice]1d20+6[/dice]

Skill Checks (no ACP)
[ooc]Acrobatics[ooc] [dice]1d20+3[/dice]
[ooc]Bluff[ooc] [dice]1d20+2[/dice]
[ooc]Climb[ooc] [dice]1d20+3[/dice]
[ooc]Escape Artist[ooc] [dice]1d20+3[/dice]
[ooc]Heal[ooc] [dice]1d20+4[/dice]
[ooc]Knowledge(religion)[ooc] [dice]1d20+5[/dice]
[ooc]Knowledge(nobility)[ooc] [dice]1d20+1[/dice]
[ooc]Perception[ooc] [dice]1d20+10[/dice]
[ooc]Ride[ooc][dice]1d20+3[/dice]
[ooc]Spellcraft[ooc] [dice]1d20+0[/dice]
[ooc]Sense Motive[ooc] [dice]1d20+8[/dice]
[ooc]Stealth[ooc] [dice]1d20+7[/dice]
[ooc]Swim[ooc] [dice]1d20+3[/dice]