Obherak

Amukk's page

49 posts. Organized Play character for thunderspirit.


Full Name

Amukk

Race

Male ganzi Ora6 | hp 40/40 | Init +6 | AC 18, T 12, FF 16 (uncanny dodge) | CMB +4, CMD 16 |

Classes/Levels

F +7 R +8 W +7 (+2 vs polymorph) | Prcptn +12 (darkvision) | SM +13

About Amukk

Botting Amukk:
Amukk has the Powerless Prophecy oracle curse, so he cannot act in any surprise round (or is staggered on an encounter's first round if there is no surprise round). He has uncanny dodge, however, as a result ofthis curse.

His crossbow is nearly always loaded and is the weapon of choice. He does not have Precise Shot, so acts much as a switch hitter when combat breaks out. He has Eldritch Bolts he can use (ranged touch +7) if the foe is incorporeal. He is unafraid to enter melee, particularly if it gives an ally an advantage.

Quibble is used almost exclusively on other members of his party — usually with saving throws or crit confirms — but will occasionally be used for his own rolls if the roll directly affects a party member (as in the mummy rot curse from Part 1).

Spell slots are usually used as buffs (glitterdust is a notable exception) or cures.

Amukk
Male ganzi oracle (stargazer) 6 (Pathfinder Campaign Setting: Distant Shores 22, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 59)
CG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +12
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Defense
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AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 shield)
hp 52 (6d8+19)
Fort +7, Ref +8, Will +7; +2 racial bonus vs. spells of the polymorph subschool
Defensive Abilities uncanny dodge; Resist acid 5, electricity 5, sonic 5
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Offense
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Speed 30 ft.
Melee mwk cold iron sickle +5 (1d6) or
. . mwk silver light mace +5 (1d6)
Ranged +1 darkwood underwater light crossbow +7 (1d8+1/19-20)
Oracle (Stargazer) Spells Known (CL 6th; concentration +10)
. . 3rd (4/day)—cure serious wounds, guiding star[APG], prayer (DC 17)
. . 2nd (6/day)—cure moderate wounds, glitterdust (DC 16), sound burst (DC 16), spear of purity[UM] (DC 16)
. . 1st (7/day)—bless, cure light wounds, faerie fire, liberating command[UC], lucky number, protection from evil (DC 15) xxx
. . 0 (at will)—create water, detect magic, guidance, light, mending, read magic, stabilize
. . Mystery Spellscar
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Statistics
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Str 10, Dex 14, Con 16, Int 11, Wis 10, Cha 18
Base Atk +4; CMB +4; CMD 16
Feats - Custom Feat -, Alertness, Eldritch Heritage[UM], Skill Focus (Knowledge [planes])
Traits dangerously curious, observant
Skills Diplomacy +13, Knowledge (planes) +11, Perception +12, Sense Motive +13, Spellcraft +9, Survival +2, Use Magic Device +14; Racial Modifiers +2 Sense Motive, +2 Survival
Languages Common
SQ maelstrom resistance, oracle's curse (powerless prophecy), quibble, revelations (eldritch bolt, guiding star)
Combat Gear adamantine crossbow bolts (10), cold iron crossbow bolts (30), oil of magic weapon, greater +1 (2), potion of cure light wounds (3), scroll of break enchantment (CL 11th), silver crossbow bolts (20), wand of cure light wounds (34 charges); Other Gear +1 mithral chain shirt, mithral buckler, +1 darkwood underwater light crossbow[ARG], mwk cold iron sickle, mwk silver light mace, cloak of resistance +2, efficient quiver, handy haversack, potion of tongues x4 xx , wayfinder[ISWG], candle (2), chalk, everburning torch, hammer, piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4)
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Eldritch Bolt (1d8+3 force, 30 ft., 7/day) (Su) Make a ranged touch attack against any foe within 30 feet, dealing 1d8+3 force damage.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Sonic (5) You have the specified Energy Resistance against Sonic attacks.
Familiar Bonus: +2 bonus on Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Guiding Star +4 (1/night) (Su) If outdoors at night, add Wis to all CHA skills & activate to Empower, Extend, Silence, or Still a single spell for free each night.
Maelstrom Resistance +2 racial bonus on saving throws against polymorph subschool spells.
Powerless Prophecy Gain uncanny dodge, but cannot act during surprise round.
Quibble (immediate action, 30 feet, 1/day, DC 17) Force 1 target in range to reroll d20, forcing it to take second result. If unwilling, make save.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.