| HP 24/24 | AC 17 T 14 FF 13 | CMB +4, CMD 18 | F: +4, R: +5, W: +5 | Init: +6 | Perc: +2, SM: +6
Classes/Levels
| Speed 30ft | Spells: 1st (4/4) | Fervor (1d6): 3/3 | Blessings (swift - 1rd Freedom of Move; standard - 1min +1 dam): 4/4 | Active conditions: None.
Gender
”Elgabalawi” | Male N Medium Human Warpriest of Feronia 3
Deity
Feronia
Strength
14
Dexterity
18
Constitution
12
Intelligence
12
Wisdom
14
Charisma
7
About El-gabalawi
El-Gabalawi's favorite joke is, "how do you make a jester stop smiling? Hit him in the face with an axe."
ELGABALAWI
Male human warpriest of Feronia 3
N Medium humanoid (human)
Init +6; Senses Perception +2
DEFENSE AC 17, touch 14, flat-footed 13
HP 24 (3d8+6)
Fort +4, Ref +5, Will +5
OFFENSE Speed 30 ft.
Melee greatsword +4 (2d6+3/19–20)
Ranged +1 composite (+2) longbow
Single shot >30 ft. +8 (1d8+3) OR +7 (1d8+5)
Single shot <=30 ft. +9 (1d8+4) OR +8 (1d8+6)
Double shot >30 ft. +6/+6 (1d8+3) OR +5/+5 (1d8+5)
Double shot <=30 ft. +7/+7 (1d8+4) OR +6/+6 (1d8+6)
Special Attacks fervor 1d6 3/day,
Blessing Supernatural Abilities (4/day) self Freedom of Movement - swift as long as not unconscious, +1 damage 1min - standard
Warpriest Spells Prepared (CL 3th; concentration +5)
1st—divine favor, divine favor, remove fear, liberating command
0 (at will)—create water, detect magic, guidance, light
STATISTICS Str 14, Dex 18, Con 12, Int 12, Wis 14, Cha 7
Base Atk +2; CMB +4; CMD 18
Feats Point Blank, Precise Shot, Weapon Focus (longbow), Rapid Shot, Deadly Aim
Skills Climb +5(6-1), Knowledge (eng) +5, Knowledge (local) +8, Knowledge (religion) +6, Perception +2, Sense Motive +6, Spellcraft +7, Swim +5 (6-1);
Armor Check Penalty –1
Traits reactionary, local +1
Languages Common, Orc
SQ aura (moderate chaos), bestialAPG, blessings (minor), orc blood, sacred weapon +1 (4 rounds), spontaneous casting (positive)
Combat Gear acid, alchemist’s fire, wand of cure light wounds (6 charges);
Other Gear spiked +1 full plate, +1 greatsword, mwk composite longbow with 20 arrows, backpack, drum, iron holy symbol of Gorum, spell component pouch, waterskin, 17 gp
SPECIAL ABILITIES Aura Oloch’s chaotic aura is moderate when using detect chaos.
Blessings Oloch can use any combination of his two blessing abilities (glorious presence and war mind) 5 times per day.
Channel Positive Energy Oloch can spend two uses of fervor to channel positive energy, either healing living creatures or harming undead creatures (his choice) in a 30-foot-radius burst for 1d6 damage. Undead can make a DC 14 Will save for half.
Fervor Oloch can heal himself for 1d6 damage as a swift action. As a standard action, he can heal a touched ally for 1d6 damage or harm an undead for 1d6 damage as a touch attack. He can also spend fervor to cast any warpriest spell as a swift action, without somatic components or provoking an attack of opportunity. If he casts a spell in this way, it can only affect him, even if it normally affects multiple targets.
Furious Focus Oloch does not take the usual Power Attack penalty to hit on his first attack each round.
Glorious Presence Oloch can touch an ally. For one minute, that ally is protected by a special sanctuary effect that doesn’t break for a particular enemy unless the ally attacks that enemy.
Orc Blood Oloch counts as both an orc and a human for any effect related to race.
Power Attack Oloch can take a –1 penalty to hit with his greatsword to deal +3 damage.
Sacred Weapon If he wants, Oloch can do 1d6 damage with his greatsword. He can also spend a swift action to increase his greatsword to +2 or to add defending, flaming, frost, keen, shock, or vicious to it. He can add these extra abilities for up to 4 rounds a day, but they don’t have to be consecutive. Once he uses this ability in a day, he has to pick the same enhancement for the rest of that day.
Spontaneous Casting (Positive) Oloch can swap any of his 1st-level spells for cure light wounds or 2nd-level spells for cure moderate wounds on the fly.
War Mind Oloch can touch an ally as a standard action. For one minute, that ally can choose at the start of its turn to gain +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus to attack rolls, or +1 luck bonus to saving throws. The choice lasts for 1 round.
Spells:
Bless Oloch can give all allies in a 50-foot-radius burst a +1 morale bonus to attack rolls and saves against fear for 4 minutes.
Bull’s Strength Oloch grants a touched target +4 Strength for 4 minutes. In Oloch’s case, this would increase his Climb and Swim to +5 and his greatsword attack to +12 (2d6+10).
Create Water Oloch creates 8 gallons of water within 35 feet. It lasts a day if no one drinks it.
Cure Light Wounds Oloch’s wand heals a touched target for 1d8+1 damage.
Detect Magic Oloch can notice magic in a 60-foot cone. If he concentrates, he can find how many magic auras there are on the next round and then attempt to find out more on the round after that.
Divine Favor Oloch grants himself a +1 luck bonus to attack and damage rolls for 1 minute.
Guidance Oloch can give a touched target a +1 competence bonus that the target can use on any attack roll, saving throw, or skill check in the next minute.
Remove Fear Oloch selects two creatures within 35 ft. of Oloch and within 30 ft. of each other. Oloch suppresses all current fear effects on those creatures for 10 minutes. During that time, the creatures gain a +4 morale bonus against further fear effects.
Shield of Faith Oloch can give a touched target a +2 deflection bonus to AC for 4 minutes, which increases touch, flat-footed, and CMD as well.
Stabilize Oloch can stabilize any target within 35 ft. The target stops dying but is still unconscious.
Weapon of Awe Oloch can choose any weapon and grant it a +2 sacred bonus to damage for 4 minutes. During this time, if the weapon deals a critical hit, the target of the critical hit becomes shaken for 1 round.
Backstory:
maybe later.
“Hey, remember that time I pinned an Ice Troll?” ~El-Gabalawi