Friendly Fighter

Bor Olrum's page

668 posts. Alias of Tyranius.


Full Name

Bor Olrum

Race

Human 8 | HP 91/91 | AC 26;TCH 11; FF 25 | F +9; R +5; W+13 | CMB +8; CMD 19 | Init +1; Perc +17; SM +5

Gender

Male

About Bor Olrum

Stats:

Bor Olrom the Maddening
Male human cleric of Sivanah 9
N Medium humanoid (human)
Init +1; Senses Perception +17
Aura aura of madness (30 ft., DC 20, 9 rounds/day)
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Defense
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AC 26, touch 11, flat-footed 25 (+10 armor, +1 Dex, +2 natural, +3 shield)
hp 91 (9d8+27)
Fort +9, Ref +5, Will +13
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee +1 cestus +9/+4 (1d4+3/19-20) or
. . bladed scarf +8/+3 (1d6+3) or
. . cold iron cestus +8/+3 (1d4+2/19-20) or
. . shortspear +8/+3 (1d6+2)
Ranged mwk light crossbow +8 (1d8/19-20)
Special Attacks channel positive energy 2/day (DC 13, 5d6), sudden shift
Domain Spell-Like Abilities (CL 9th; concentration +15)
. . At will—master's illusion (9 rounds/day)
. . 9/day—vision of madness (+4/-4)
Cleric Spells Prepared (CL 9th; concentration +15)
. . 5th—nightmare[D] (DC 21), true seeing, wall of blindness/deafness[ACG] (DC 23)
. . 4th—blessing of fervor[APG] (DC 20), confusion[D] (DC 20), debilitating portent[UC], communal protection from energy[UC]
. . 3rd—bestow curse (DC 21), bestow curse (DC 21), blindness/deafness (DC 21), magic circle against evil, nondetection[D]
. . 2nd—align weapon, communal ant haul[UC], mirror image[D], resist energy, resist energy, lesser restoration, silence (DC 18)
. . 1st—lesser confusion[D] (DC 17), liberating command[UC], shield of faith, shield of faith, shield of faith, shield of faith, shield of faith
. . 0 (at will)—detect magic, light, purify food and drink (DC 16), read magic
. . D Domain spell; Domains Trickery (Deception[APG] subdomain), Madness
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Statistics
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Str 14, Dex 12, Con 14, Int 10, Wis 22, Cha 9
Base Atk +6; CMB +8; CMD 19
Feats Greater Spell Focus (necromancy), Heavy Armor Proficiency, Heighten Spell, Preferred Spell (mirror image)[APG], Spell Focus (necromancy), Spell Penetration
Traits ironfang survivor, seeker
Skills Disguise +5, Heal +10, Knowledge (religion) +4, Perception +17, Spellcraft +12, Stealth +11, Survival +10, Swim -3
Languages Common
Combat Gear elixir of hiding, potion of touch of the sea (CL 3rd), scroll of fly, scroll of see invisibility, scroll of water breathing, wand of lesser restoration (50 charges), wand of speak with animals (25 charges), acid (2), alchemist's fire (5); Other Gear +1 creeping shadow full plate, +1 hobgoblin-defiant heavy steel shield, +1 cestus[APG], bladed scarf[ISWG], cold iron cestus[APG], crossbow bolts (20), mwk light crossbow, shortspear, amulet of natural armor +2, bag of holding i, boots of striding and springing, cloak of woodland creatures, elixir of thundering voice[ACG], figurine (bronze griffon), headband of inspired wisdom +2, backpack, bedroll, belt pouch, candle (10), disguise kit, flint and steel, hemp rope (50 ft.), holy text (Sivanah)[UE], mess kit[UE], piton (10), pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Sivanah, 721 gp
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Special Abilities
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Aura of Madness (30 ft., 9 rounds/day, DC 20) (Su) 30' aura confuses opponents.
Cleric Channel Positive Energy 5d6 (2/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Deception) Bluff, Disguise, and Stealth are class skills.
Cleric Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Heighten Spell Increases spell level to effective level desired.
Master's Illusion (9 rounds/day, DC 20) (Sp) Hide self and allies in 30 ft, as with veil but enhanced DC.
Preferred Spell (Mirror Image) The chosen spell may be cast spontaneously, and metamagic can be added to the spell without increasing its casting time.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Sudden Shift (9/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.
Vision of Madness (+4/-4, 9/day) (Sp) Touch grants bonus to choice of attacks, saves, or skills for 3 rds, but others take equal pen.

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Bor Olrum has never stayed in one place for long. Few actually know what race he even is as dark black orbs for eyes are normally all that shows through his hood and stitched together scarf that covers most of his face. On the scarf is an embroidered black knotted ring.

His disturbing past seems to have finally caught up to him as he hides away in one of the few places that has brought him solace, the small town of Phaendar. He fled to Phaendar nearly half a decade ago and hasn't regretted it since, though he must stay hidden, cause if 'they' find him, his life is over.

After his banishment and threat for his life he was on the brink of survival and on his own for the first time in his life. That is when he found guidance in Sivanah, the Endless One, where he found sanctuary behind the veil.

The town of Phaendar has treated him well enough as he hops from job to job as a hired hand, helping where he can. Though most people don't keep him on for long as he can come off a bit distant and those around him are plagued with horrible visions and nightmares almost as if a curse were following Bor.

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Ironfang Survivor: Whether you were serving in the military or simply beset by a surprise attack, you barely survived an encounter with the Ironfang Legion, one of Molthune’s infamous monster regiments. Maybe you even survived the horrors of the Ramgate Massacre. You can’t scrub the memories of their brutality from your waking or sleeping mind, and you keenly recall their distinctive fighting styles. You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.
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Feat Tree:

-Each level place a rank in spellcraft. Need 15 ranks
1- (Human)- Heavy armor proficiency
1- Heighten Spell
3- Spell Focus (Necromancy)
5- Preferred Spell (Mirror Image) - need 5 ranks in Spellcraft
7- Greater Spell Focus (Necromancy)
9- Spell penetration
11- Persistent Spell (Bestow Curse)
13- Quicken Spell
15- Spell Perfection (Bestow Curse)- need 15 ranks in spellcraft
17- Reach Spell
19- Greater Spell Penetration

Creeping armor enchantment
Defiant Hobgoblin
Shadow