| HP 64/64 | AC 17 / 11T / 16FF | Fort +8, Reflex +5, Will +6 | CMD 18 / 17 FF |
About Einar the Accursed
Einar the Acursed
Male human (Ulfen) bloodrager 1/oracle (dual-cursed oracle) 4
CN Medium humanoid (human)
Init -2; Senses Perception +6
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Defense
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 43 (5 HD; 4d8+1d10+13)
Fort +6, Ref +3, Will +5
Resist acid 5, cold 4, electricity 6, fire 4
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Offense
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Speed 40 ft.
Melee +1 adamantine greatsword +7 (2d6+4/19-20) or
. . cold iron dagger +6 (1d4+2/19-20) or
. . mwk cold iron greatsword +7 (2d6+3/19-20) or
. . sap +6 (1d6+2 nonlethal) or
. . silver tonfa +6 (1d6+2) or
. . bite +1 (1d4+1)
Ranged greenwood composite longbow +6 (1d8+2/×3) or
. . sling +5 (1d4+2)
Special Attacks bloodrage (15 rounds/day)
Oracle (Dual-Cursed Oracle) Spells Known (CL 4th; concentration +8)
. . 2nd (4/day)—cure moderate wounds, oracle's burden (DC 16), lesser restoration
. . 1st (7/day)—cure light wounds, divine favor, ill omen, liberating command, shield of faith, weapons against evil
. . 0 (at will)—create water, detect magic, guidance, mending, read magic, stabilize
. . Mystery Time
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Statistics
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Str 14, Dex 12, Con 14, Int 8, Wis 10, Cha 19
Base Atk +4; CMB +6; CMD 17
Feats Extra Rage, Extra Revelation, Mad Magic, Power Attack, Silent Spell
Traits berserker of the society, fate's favored, unscathed (gained via GenCon 2020 boon #9 - Extra Trait)
Skills Acrobatics +4 (+8 to jump), Bluff +9 (+11 vs Nobility while on the Isle of Kortos, +11 to influence or control plants or plant creatures, +11 vs crusaders of Mendev), Climb +8, Diplomacy +15 (+17 vs Nobility while on the Isle of Kortos, +17 to influence or control plants or plant creatures, +17 vs crusaders of Mendev), Disguise +7 (+9 vs Nobility while on the Isle of Kortos, +9 to influence or control plants or plant creatures, +9 vs crusaders of Mendev), Handle Animal +11 (+13 vs Nobility while on the Isle of Kortos, +13 to influence or control plants or plant creatures, +13 vs crusaders of Mendev), Heal +6, Intimidate +11 (+13 vs Nobility while on the Isle of Kortos, +13 to influence or control plants or plant creatures, +13 vs crusaders of Mendev), Knowledge (arcana) +3 (+4 when in Grand Lodge), Knowledge (planes) +3 (+4 when in Grand Lodge), Knowledge (religion) +3 (+4 when in Grand Lodge), Linguistics +0, Perception +6, Sense Motive +4, Spellcraft +3, Survival +4, Swim +5, Use Magic Device +13
Languages Common, Lip Reading, Skald
SQ disruptive bloodrage, fast movement, oracle's curses (deaf, wolfscarred face), revelations (misfortune, temporal celerity, time flicker), wolf's bite
Equipment:
Combat Gear cold iron weapon (blanch treated) durable arrow (20), cold iron sling bullets (10), oil of unwelcome halo, scroll of bless weapon, scroll of lesser restoration (5), wand of bless, wand of cure light wounds, wand of heightened awareness, wand of protection from evil, wand of shield, alchemist's fire (3), alkali flask, antiplague (3), antitoxin (3), dye arrow, healer's kit, meditation tea, smelling salts, stillgut (2), twitch tonic (2), vermin repellent, vomit capsule (2), weapon blanch (ghost salt), weapon blanch (silver); Other Gear mithral agile breastplate, +1 adamantine greatsword, blunt arrows (10), cold iron dagger, greenwood composite longbow (+2 Str), mwk cold iron greatsword, sap, silver tonfa, sling, circlet of persuasion, cloak of resistance +1, cracked dusty rose prism ioun stone, ioun torch ioun stone, sleeves of many garments, traveler's any-tool, backpack, bandolier, bedroll, blanket, blotter, canteen, chalk, chewing stick, climber's kit, comb, fishhook (2), flint and steel, grappling arrow (attached to knotted rope), hairbrush, inkpen, knife for cutting quills into pens, masterwork tool (3), mess kit, mirror, nail file, parchment (5), pen nibs, pigment for making ink, piton, ruler, small, scissors, scroll case, signal whistle, knotted silk rope (50 ft.), smoked goggles, soap, speed sheath, speed sheath, sponge, string or twine, tooth powder, trail rations (5), vial, weapon cord.
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Special Abilities
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Bloodrage (15 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Deaf Curse Fail sound-based Perception, -4 opposed Perception. All spells have Silent Spell for free.
Disruptive Bloodrage (Su) +2 to DC for enemy spellcasters in threatened area when raging.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid.
Energy Resistance, Cold (4) You have the specified Energy Resistance against Cold.
Energy Resistance, Electricity (6) You have the specified Energy Resistance against Electricity.
Energy Resistance, Fire (4) You have the specified Energy Resistance against Fire.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Mad Magic Can cast spells and keep benefits of moment of clarity when in a rage.
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Silent Spell Cast a spell with no verbal components.
Temporal Celerity (Su) On initiative rolls, roll twice taking best result.
Time Flicker (4 minutes/day) (Su) Flicker gaining concealment.
Wolf's Bite You gain a natural bite attack.
Wolfscarred Face Curse Your face is deformed, as though you were born with a wolf ’s muzzle instead of an ordinary nose and jaw. Many mistake you for a werewolf, and in areas plagued by lycanthropes, you must take pains to hide your face. You have a severe speech impediment.
Dark Archive Season 10 Faction Reward - Enduring Scholar Once during an adventure, before rolling a save vs a spell can add a bonus of +4 (1 + half goals completed).
Dark Archive Season 10 Faction Reward - Magical Tinkerer Once per adventure can make one UMD role with a +2 bonus.
Dark Archive Season 10 Reward - Pact Maker Gains access to Darkvision and Identify as spell like abilities.