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About Bor OlrumStats:
Bor Olrom the Maddening Male human cleric of Sivanah 16 N Medium humanoid (human) Init 1; Senses darkvision 60 ft.; Perception +21 Aura aura of madness (30 ft., DC 25, 16 rounds/day) -------------------- Defense -------------------- AC 34, touch 14, flat-footed 33 (+13 armor, +3 deflection, +1 Dex, +2 natural, +5 shield) hp 170 (16d8+64) Fort 13, Ref 6, Will 17 -------------------- Offense -------------------- Speed 40 ft. (30 ft. in armor) Melee +1 holy cold iron cestus +15/+10/+5 (1d4+3 B or P/19+ plus 2d6 vs. evil) or . . +3 bane holy returning shortspear +17/+12/+7 (1d6+5 P plus 2d6 vs. and 2d6 vs. evil) or . . +3 goblinoid-bane vicious cestus +17/+12/+7 (1d4+5 B or P/19+ plus 2d6 vs. Goblinoid and 2d6) or . . bladed scarf +14/+9/+4 (1d6+3 S) Ranged mwk light crossbow +14 (1d8 P/19+) Domain Spell-Like Abilities (CL 16th; concentration +23) . . At will—master's illusion (16 rounds/day) . . 10/day—vision of madness (+8/-8) Cleric Spells Prepared (CL 16th; concentration +23) . . 8th—frightful aspect[UC], mass invisibility[D], stormbolts[APG] (DC 25) . . 7th—greater bestow curse (DC 26), greater bestow curse (DC 26), greater bestow curse (DC 26), destruction (DC 26), insanity[D] (DC 24) . . 6th—banishment (DC 23), heal, heroes' feast, phantasmal killer[D] (DC 23), word of recall . . 5th—blood tentacles, breath of life (DC 22), nightmare[D] (DC 22), true seeing, wall of blindness/deafness[ACG] (2, DC 24) . . 4th—blessing of fervor[APG] (DC 21), confusion[D] (DC 21), debilitating portent[UC], communal protection from energy[UC] (2), wrathful weapon . . 3rd—bestow curse (3, DC 24), magic circle against evil (3), nondetection[D] . . 2nd—align weapon, communal ant haul[UC], mirror image[D], resist energy (2), lesser restoration, silence (DC 19) . . 1st—lesser confusion[D] (DC 18), liberating command[UC], shield of faith (5) . . 0 (at will)—detect magic, light, purify food and drink (DC 17), read magic . . D Domain spell; Domains Trickery (Deception[APG] subdomain), Madness -------------------- Statistics -------------------- Str 14, Dex 12, Con 17, Int 10, Wis 24, Cha 10 Base Atk +12; CMB 14; CMD 28 Feats Greater Spell Focus (necromancy), Heavy Armor Proficiency, Heighten Spell, Persistent Spell[APG], Preferred Spell (mirror image)[APG], Quicken Spell, Spell Focus (necromancy), Spell Penetration, Spell Perfection (bestow curse)[APG] Traits ironfang survivor, seeker Skills Acrobatics -2, Climb -3, Disguise +6, Heal +13, Intimidate +3, Knowledge (arcana) +4, Knowledge (religion) +4, Perception +21, Spellcraft +18, Stealth +13, Survival +11, Swim -3 Languages Common Combat Gear elixir of hiding, pearl of power (3rd level), potion of touch of the sea (CL 3rd), scroll of air bubble, air bubble, scroll of breath of life, scroll of comprehend languages, comprehend languages, scroll of fly, scroll of invisibility purge, invisibility purge, scroll of life bubble, scroll of raise dead, scroll of remove blindness/deafness (CL 2nd), remove blindness/deafness (CL 2nd), scroll of remove curse, remove curse, scroll of remove disease, remove disease, scroll of restoration, scroll of restoration (x2), scroll of see invisibility, scroll of speak with dead, speak with dead, speak with dead, scroll of stone shape, stone shape, stone shape, stone shape, scroll of water breathing, vampiric gloves[UE], wand of lesser restoration (50 charges), wand of speak with animals (25 charges), wings of flying, lesser, acid (2), alchemist's fire (5); Other Gear +4 creeping shadow full plate, +3 hobgoblin-defiant heavy steel shield, +1 holy cold iron cestus[APG], +3 bane holy returning shortspear, +3 goblinoid-bane vicious cestus[APG], bladed scarf[ISWG], mwk light crossbow, amulet of natural armor +2, bag of holding i, belt of mighty constitution +2, boots of striding and springing, cloak of woodland creatures, crossbow bolts (20), elixir of thundering voice[ACG], figurine (bronze griffon), goggles of night, headband of inspired wisdom +4, ring of protection +3, ring of sustenance, 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, 6,000 gp, 7 sp, 5 cp -------------------- Special Abilities -------------------- Aura of Madness (30 ft., 16 rounds/day, DC 25) (Su) 30' aura confuses opponents. Cleric Channel Positive Energy 8d6 (3/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Deception) Cleric Domain (Madness) Darkvision (60 feet) You can see in the dark (black and white only). 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 (16 rounds/day, DC 25) (Sp) Hide self and allies in 30 ft, as with veil but enhanced DC. Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects. Preferred Spell (Mirror Image) The chosen spell may be cast spontaneously, and metamagic can be added to the spell without increasing its casting time. Quicken Spell Cast a spell as a swift action. +4 Levels. Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC. Spell Perfection (Bestow Curse) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell. Sudden Shift (10/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 (+8/-8, 10/day) (Sp) Touch grants bonus to choice of attacks, saves, or skills for 3 rds, but others take equal pen. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Background:
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. ****
**** 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
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