Ebion Durais's page

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Name: Ebion Durais
Race/Gender/Size: Male Human with Tiefling [Demon-Spawn/Pitborn] Subtype [Medium Humanoid (Human Subtype) and Native Outsider (Tiefling Subtype) via Planar Heritage feat]
Level/Class: 4th Level Omdura of Iomedae

Alignment: Lawful Good
Hit Points: 36
Initiative: +1

Str: 16 +3 [14 base=5; +2 via Fiendish Heritage]
Dex: 14 +2 [13 base=3; +1 at 4th level]
Con: 12 +1 [12 base=2]
Int: 10 -- [12 base=2; -2 via Fiendish Heritage]
Wis: 13 +1 [13 base=3]
Cha: 18 +4 [16 base=10; +2 via Fiendish Heritage]

Base Speed/Movement: 30'
Vision: 60' Darkvision
Perception: +6 [+8 with concealment or full concealment due to darkness or dim light]

AC: 20 [with MW Buckler] [19; +1 Breastplate] [13; Reinforced Tunic]
Touch AC: 12
F-F AC: 18 [with MW Buckler] [17; +1 Breastplate] [11; Reinforced Tunic]

Fort: +5
Refl: +3
Will: +6/+9 vs. Charms and Compulsion effects; +2 vs. Evil spells/effects caused by Evil Outsiders

BAB: +3
CMB: +6
CMD: 18

Height: 6'3"
Weight: 308 lbs. [due to Obese Build; was 205 lbs. base]
Age: 24 years old

Languages: Common, Celestial
FCB: +1 Skill; Omdura
Deity: Iomedae; Aura: Lawful Good

Traits: Purity of Faith [religion/Iomedae], Irrepressible [faith]
Feats: Planar Heritage/Human bonus, Fiendish Heritage/1st, Word of Healing/3rd

Armor Proficiency: Light and Medium Armor plus Shields; No Tower.
Weapon Proficiency: Simple Weapons and Longsword [Iomedae].

Skill Ranks per Level: 4 + Int modifier plus FCB

Adventuring Skills [5/Lvl with FCB]: [ACP= -3 breastplate +1/ 0 reinforced tunic/ 0 MW buckler]
Class: Bluff (Cha), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana/Int), Knowledge (planes/Int), Knowledge (religion/Int), Perception (Wis), Sense Motive (Wis), and Spellcraft (Int).
Non-Class: Climb (Str; ACP), Disguise (Cha), Escape Artist (Dex; ACP), Fly (Dex; ACP), Knowledge (local/Int), Knowledge (nature/Int), Ride (Dex; ACP), Survival (Wis), Swim (Str; ACP), Use Magic Device (Cha)

Trained: 4 Knowledge (planes/Int), 4 Knowledge (religion/Int), 1 Diplomacy (Cha), 1 Heal (Wis), 1 Intimidate (Cha), 2 Perception (Wis), 1 Sense Motive (Wis), 1 Climb (Str; ACP), 1 Swim (Str; ACP), 4 Use Magic Device (Cha)

Background Skills [2/Lvl]: [ACP= -3 breastplate +1/ 0 reinforced tunic/ 0 MW buckler]
Class: Artistry (Int), Craft (Int), Knowledge (nobility/Int), Lore (Int), Appraise (Int), Linguistics (Int), Profession (Wis),
Non-Class: Handle Animal (Cha), Knowledge (geography/Int), Knowledge (history/Int), Knowledge (engineering/Int), Perform (Cha), Sleight of Hand (Dex; ACP)

Trained: 1 Knowledge (nobility/Int), 1 Knowledge (history/Int), 1 Knowledge (engineering/Int), 1 Knowledge (geography/Int), 1 Profession (Wis)=crusader/soldier, 1 Perform (Cha)=oratory, 1 Handle Animal (Cha), 1 Appraise (Int)

CL=4th/Charisma=+4/Concentration=+8
DC 14+spell lvl; 0=14/1st=15/2nd=16
Spells Cast/Day: 1st=4 [3+1cha], 2nd=2 [1+1cha]

Spells Known=6/0 level;4/1st;2/2nd
0-level: Disrupt Undead, Acid Splash, Detect Fiendish Presence, Sift, Enhanced Diplomacy, Grasp
1st: Weapons Against Evil, Hedging Weapons, Cure Light Wounds, Bless, Litany of Weakness, Keep Watch [via Spell Lattice]
2nd: Remove Paralysis, Spiritual Squire, Cure Moderate Wounds

Human Racial Abilities:

Ability Score Racial Traits: +2 to Str, +2 to Charisma, -2 to Int via Fiendish Heritage.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.

Omdura Class Abilities::
Omdura Class Abilities:

Aura (Ex): An omdura of a chaotic, evil, good, or lawful deity has a powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).

Spell Casting: An omdura casts divine spells drawn from the cleric and inquisitor spell lists. Only cleric spells of 6th level and lower and inquisitor spells are considered to be part of the omdura spell list. If a spell appears on both the cleric and inquisitor spell lists, the omdura uses the lower of the two spell levels given for the spell. For instance, dimensional anchor is a 4th-level cleric spell and a 3rd-level inquisitor spell, which means it is a 3rd-level omdura spell.

An omdura can cast any spell they knows without preparing it ahead of time. To learn or cast a spell, an omdura must have a Charisma score equal to at least 10 + the spell’s level. The difficulty class for a saving throw against an omdura’s spell is equal to 10 + the spell’s level + the omdura’s Charisma modifier.

An omdura cannot use spell completion or spell trigger magic items of cleric spells of 7th level or higher (without a successful Use Magic Device check). Their alignment may restrict them from casting certain spells opposed to their moral or ethical beliefs; ie. Chaotic and Evil Spells.

Like other spellcasters, an omdura can cast only a certain number of spells of each spell level per day. In addition, they receives bonus spells per day with a high Charisma score.

Unlike for clerics, an omdura’s selection of spells is extremely limited. An omdura begins play knowing four 0-level spells and two 1st-level spells of choice. At each new omdura level, they learns one or more new spells, as indicated on Table 2 above. Unlike spells per day, the number of spells an omdura knows is not affected by Charisma score; their numbers are fixed.

In addition to the spells gained as they gains levels, each omdura also adds all of the cure spells to the list of spells known (cure spells include all spells with “cure” in the name). These spells are added as soon as the omdura is capable of casting them. A good omdura (or a neutral omdura of a good deity) must select cure spells. This choice is made when the omdura gains 1st level spells and cannot be changed.

At 5th level and every 3 levels thereafter, an omdura can learn a new spell in place of one already known. In effect, the omdura loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An omdura can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gains new spells known for the level. they cannot swap any cure or inflict spells.

Unlike a cleric, an omdura need not prepare their spells in advance. they can cast any spell known at any time, assuming they has not yet used up their spells per day for that spell level.

Orisons: Omduras learn a number of orisons, or 0-level spells. These spells are cast like any other spell, but they do not consume spell slots and can be cast again. Omduras do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Chaotic, Evil, Good, and Lawful Spells: An omdura can’t cast spells of an alignment opposed to their own or their deity’s. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Detect Alignment (Sp): At will, an omdura can cast detect chaos, detect evil, detect good, or detect law. They can use only one of these at any given time.

Invocation (Su): An omdura can call forth the power of their deity to improve their allies’ abilities as a standard action.

When the omdura calls upon this power, they must select one type of invocation from those listed below to grant the benefits to their allies within 30 feet. good omduras must select the bonuses as sacred. Once made, this choice cannot be changed. A called invocation cannot be disrupted, but it ends immediately if the omdura is killed, paralyzed, stunned, or knocked unconscious.

The omdura can use this ability for a number of minutes per day equal to their level=4. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The omdura can change the chosen invocation to another type as a swift action, but doing so expends a 1-minute increment of her invocations.

At 7th level, an omdura can call an invocation as a move action instead of a standard action. At 13th level, an omdura can call an invocation as a swift action.

Destruction: The omdura’s allies are filled with divine wrath, gaining a +1 sacred bonus on weapon damage rolls. This bonus increases by 1 for every 3 class levels the omdura has.=2

Healing: The omdura radiates a healing light, granting fast healing 1. This causes the omdura’s allies to recover 1 hit point each round (up to their maximum hit points). The amount of fast healing increases by 1 for every 3 class levels the omdura has.=2

Justice: This invocation spurs the omdura’s allies to seek justice, granting a +1 sacred bonus on attack rolls. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, this bonus is doubled on attack rolls to confirm critical hits.=1

Piercing: This invocation gives the omdura’s allies great focus and makes their spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks to overcome a target’s spell resistance. This bonus increases by 1 for every 3 class levels the omdura has.=2

Protection: The omdura radiates a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, this bonus is doubled against attack rolls to confirm critical hits against the omdura’s allies.=1

Purify: The omdura’s allies are protected from the vile taint of their foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, the bonus is doubled against curses, diseases, and poisons.=1

Resiliency: This invocation makes the omdura’s allies resistant to harm, granting DR 1/magic. This DR increases by 1 for every 5 class levels the omdura has. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the omdura’s.=1

Resistance: The omdura’s allies are shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the omdura calls this invocation. The protection increases by 2 for every 3 class levels the omdura has.=4

Smiting: This invocation bathes the weapons of the omdura’s allies in a divine light. These weapons count as magic for the purpose of bypassing damage reduction. At 6th level, the allies’ weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the omdura’s alignments. At 10th level, the allies’ weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Divine Touch (Su): At 2nd level, an omdura can deliver divine energy by touch. they can deliver either positive energy or negative energy. A good omdura (or a neutral omdura of a good deity) must select positive energy. This choice is made when the omdura gains this ability and cannot be changed.

Each day the omdura can use this ability a number of times equal to half their omdura level=2 plus their Charisma modifier=4. With one use of this ability, an omdura can use divine energy to restore to a target 1d6 hit points for every 2 omdura levels [2d6] they have. Using this ability is a standard action, unless the omdura targets themselves, in which case it is a swift action. Alternatively, an omdura can use this divine energy to affect undead creatures, dealing damage when delivering positive energy.

An omdura needs only one free-hand to use this ability. Using divine touch to harm a creature requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Creatures do not receive a saving throw against the damage from divine touch. Divine touch is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an omdura two additional uses of the divine touch class feature.

Divine Infusion (Su): At 3rd level and every 3 levels thereafter, an omdura can select one divine infusion. Each infusion adds an effect to the omdura’s divine touch ability. The types of infusions available to the omdura are determined by the type of energy the omdura delivers with their divine touch. An omdura who delivers positive energy adds a mercy to their divine touch, treating their omdura level as their paladin level and their divine touch as the paladin’s lay on hands ability. At 6th, 9th, and 12th level, they add infusions to the list of those selectable as though they were a paladin of their omdura level. Divine infusion functions as mercy class ability, depending on the omdura’s divine touch energy, for the purposes of feats, spells, or effects that work with those class features; [Fatigued]

Divine Might (Su): At 4th level, an omdura can call on the powers of their god once per day to aid in the struggle against their enemies. As a swift action, the omdura chooses one target within sight to be the focus of their divine might. If the target is opposed to the omdura’s alignment on either the law/chaos or the good/evil axis, the omdura adds half their Charisma bonus (+2) to attack rolls and adds half their omdura level [2] to damage rolls against the target of the divine might.

In addition, while divine might is in effect, the omdura gains a deflection bonus equal to half their Charisma modifier (2) to AC against attacks made by the target of the divine might. If a non­neutral omdura targets a creature that is not opposed to their alignment, the use of this ability is wasted with no effect.

The divine might effect remains until the target of divine might is dead or the next time the omdura rests and regains uses of this ability. At 9th level and every 5 levels thereafter, the omdura can use divine might one additional time per day to a maximum of four times per day at 19th level.

Equipment:

Explorer's Outfit: [free; 8 lbs]
Inheritor's Breastplate +1: [2,430 gp; 30 lbs.]
Spell Lattice (1st); Keep Watch: [1,000 gp]
Bag of Holding, Minor: [1,000 gp; 3 lbs.]
Silversheen: [250 gp]
Wound Paste: [50 gp; .5 lbs.] [in minor bag of holding]
Soul Soap: [200 gp; 2 lbs.]
MW Sunsilver Battle Aspergillum: [405 gp; 4 lbs.]
MW Living Steel Buckler: [255 gp; 5 lbs.]
MW Cold-Iron Longsword: [330 gp; 4 lbs.]
MW Backpack: [50 gp; 4 lbs.]
Reinforced Tunic: [1 gp; 5 lbs.]
Crusader's Cross; common: [1 gp]
Iron Holy Symbol of Iomedae: [5 gp; 1 lbs.]
Gear Maintenance Kit: [5 gp; 2 lbs.] [in minor bag of holding]
Survival Kit; common: [5 gp; 4 lbs.]
Cooking Kit: [3 gp; 16 lbs.] [in minor bag of holding]
50' Rope: [1 gp; 10 lbs.] [in minor bag of holding]
x2 Waterskins via Survival Kit: [8 lbs. when full]
Flint and Steel via Survival Kit
Whetstone via Shaving Kit
Mess kit via Survival Kit
Sling and 10 Bullets: [1 sp; 5 lbs]
Poncho: [5 sp; 2 lbs.]
Bandolier: [5 sp]
Bedroll: [1 sp; 5 lbs.] [in minor bag of holding]
Weaponcord: [1 sp]
Shaving Kit: [15 sp; .5 lbs] [in minor bag of holding]
Waterproof Bag: [5 sp; .5 lbs.]
Grooming kit: [1 gp; 2 lbs.] [in minor bag of holding]
Bell-Net: [2 gp; 2 lbs.] [in minor bag of holding]
10' Folding Pole: [2sp; 10 lbs.] [in minor bag of holding]
50' String: [1 cp; .5lbs.]
Earplugs: [3 cp]
Saw: [4 cp; 2 lbs.] [in minor bag of holding]
x3 Torches: [3 cp; 3 lbs.]
x6 Wandermeal: [6 cp; 3 lbs.]

Coins: 2 gp/3 sp/3 cp left [from 6000 gp initial]
Encumbrance: 93 lbs. [with 50 lbs. in minor bag of holding]=Light; [143 base total]
Carrying Capacity: 16 Str [76/153/230]; 18 Str [100/200/300] with MW Backpack

Appearance: Hirsute and Obese.

Background: Tracing his notorious early Tiefling Ancestor family's history from pre-revolutionary Galt, Ebion Durais' own Ancestors would eventually turn to the worship of Iomedae during their participation in the past Mendevian Crusades and found redemption there. Even after countless generations of births though, Ebion's family would never truly be free from the traces of their Tiefling ancestry from their bloodline. Nevertheless, Ebion is a tried and true Soul-Leader/Omdura of Iomedae who has been sent by visions from his Goddess over to Varisia to help prevent the rise of some ancient evils stirring in the vicinity.

For Fiendish Heritage...:

For Ability: 1d100 ⇒ 84.You are immune to magic sleep and paralysis effects.

For Ability: 1d100 ⇒ 65.Your strange physiology grants you a +2 racial bonus on all Acrobatics checks.

For Ability: 1d100 ⇒ 66.You can drink and gain nourishment from ash, cinders, dust, and sand.

Not sure if they apply due to not having the Darkness Spell-like ability to trade out but I figured it'd be fun to roll them anyways. ;p

For Appearance: 1d100 ⇒ 8.Build: obese