The Clockwork General

Goe Lem's page

229 posts. Organized Play character for Kydeem de'Morcaine.

Full Name

Goe Lem de'Morcaine


Oread Warpriest 4, HP:35/35, AC:19, Touch:11, Flat Footed:18,


F:+6, R:+2, W:+7,+2vs Death, Init:+1, Perc:+10, Darkvision






old as dirt

Special Abilities



lawful neutral



Strength 19
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 16
Charisma 5

About Goe Lem

Goe Lem:

Male oread warpriest of Anubis 4 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Bestiary 2 205)
LN Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +10
AC 19, touch 11, flat-footed 18 (+7 armor, +1 Dex, +1 natural)
hp 35 (4d8+12)
Fort +6, Ref +2, Will +7; +2 vs. death
Speed 20 ft. (15 ft. in armor)
Melee cold iron boarding axe +7 (1d6+4/×3) or
. . dagger +7 (1d4+4/19-20) or
. . slitherbane +9 (1d10+7/19-20)
Ranged greenwood composite longbow +5 (1d8+2/×3)
Special Attacks blessings 5/day (Earth: acid strike, Protection: increased defense), channel positive energy 2/day (DC 15, 1d6), fervor 5/day (1d6), sacred weapon (1d6, +1, 4 rounds/day)
Warpriest Spells Prepared (CL 4th; concentration +7)
. . 2nd—communal protection from evil[UC], spiritual weapon
. . 1st—bless, divine favor, hide from undead (DC 14), stone shield[ARG]
. . 0 (at will)—create water, detect magic, detect poison, guidance
Str 19, Dex 12, Con 14, Int 12, Wis 16, Cha 5
Base Atk +3; CMB +7 (+9 trip); CMD 18 (20 vs. trip)
Feats Dirty Fighting, Fey Foundling[ISWG], Improved Trip, Weapon Focus (heavy flail)
Traits fate's favored, seeker
Skills Acrobatics -5 (-13 to jump), Climb +2, Heal +7, Knowledge (engineering) +5, Knowledge (religion) +7, Perception +10, Sense Motive +7, Spellcraft +5, Survival +7
Languages Common, Terran, Undercommon
SQ crystalline form[ARG], treacherous earth[ARG]
Combat Gear oil of bless weapon, potion of cure light wounds, potion of enlarge person, potion of jump, scroll of air bubble, speak local language, scroll of carrion compass, detect undead, scroll of diagnose disease, dream feast, wand of cure light wounds (50 charges), acid, air crystal, alchemical grease[APG], alchemist's fire, antiplague[APG], antitoxin, bottled lightning[UE], holy water, liquid ice[APG], oil, vermin repellent[UE]; Other Gear banded mail, slitherbane, cold iron boarding axe, dagger, greenwood composite longbow (+2 Str), handy haversack, traveler's any-tool[UE], bedroll, belt pouch, chalk (3), fishhook, flint and steel, grappling hook, ink, inkpen, masterwork snorkel[UE], parchment (3), scroll box[UE], sewing needle, signal whistle, silk rope (50 ft.), silver holy symbol of Anubis, spell component pouch, spell component pouch, swim fins, tindertwig (3), trail rations (3), twine (50')[APG], waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 5 pp, 6 gp, 9 sp, 6 cp
Special Abilities
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Crystalline Form (1/day) +2 AC against rays. Can deflect a ray 1/day.
Darkvision (60 feet) You can see in the dark (black and white only).
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Fervor (1d6, 5/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Fey Foundling Magical healing works better on you
Improved Trip You don't provoke attacks of opportunity when tripping.
Sacred Weapon +1 (4 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Treacherous Earth (4 minutes, 1/day) Transform a 10-ft. radius patch of earth into difficult terrain.
Warpriest Channel Positive Energy 1d6 (2/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
A sizable humanoid with bits of granite and crystal in his skin. He wears the long white robe of a priest of Anubis over his heavy armor. His helmet is fitted with a mask that makes his head look like a jackal. He is also equipped with a large flail and a bow.