About Grognar the OracleMale half-orc oracle (dual-cursed oracle) 18
DEFENSE
OFFENSE
Melee Adamantine greatsword +5 (two handed) +29/+24/+19 ((two handed) 2d6+17/17-20) +25/+19/+14 ((two handed) 2d6+29/17-20) Melee blade of binding (two handed) +25/+20/+15 ((two handed) 2d6+13/17-20) Melee whip +22/+17/+12 (1d3+8)
Melee masterwork greatsword (cold iron) (two handed) +25/+20/+15 ((two handed) 2d6+12/17-20)
Other Weapons:
Melee stake (wood) +22/+17/+12 (1d4+8) Ranged stake (wood/thrown) +15/+10/+5 (1d4+8) Melee lucerne hammer +1 (alchemical silver) (two handed) +23/+18/+13 ((two handed) 1d12+12) Melee gauntlet +22/+17/+12 (1d3+8) Space 5 ft. by 5 ft.; Reach 5 ft. Special Attacks maneuver mastery (grapple)
Known Oracle Spells (CL 18th, concentration +23): 9th (3/day)—miracle(DC 24), storm of vengeance(DC 24)
STATISTICS
Base Atk +13; CMB +21(+38 grapple); CMD 33(48 vs. grapple) Feats Additional Traits, Alertness, Deific Obedience, Eldritch Heritage (Arcane Bloodline), Extend Spell, Extra Revelation (2x), Greater Grapple, Greater Weapon Focus (Greatsword), Improved Critical (Greatsword), Improved Grapple, Magical Lineage, Power Attack, Quicken Spell, Skill Focus (Knowledge (Religion)), Toughness, Weapon Focus (Greatsword), Skills: Acrobatics -4, Acrobatics (When Jumping) -8, Climb +3, Diplomacy +30, Escape Artist -4, Fly -4 , Intimidate +21, Knowledge (Engineering) +4, Knowledge (History) +7, Knowledge (Local) +7, Knowledge (Planes) +8, Knowledge (Religion) +32, Perception +35, Profession (Sailor) +3, Ride -4, Sense Motive +28, Spellcraft +26, Stealth -4, Swim +3, Use Magic Device +6 Traits: adopted, seeker, fate's favored, helpful, magical lineage (divine favor) Languages Abyssal, Common, Draconic, Goblin, Orc SQ arcane bloodline, arcane bond, battlefield clarity, battle mysteries, bonus oracle spell (15x), city-raised, combat healer, darkvision, extra revelations, arcane bond (familiar), familiar's alertness ability active, glorious servant, haunted, intimidating, iomedae's obedience, iron skin, legalistic, maneuver mastery, misfortune, orc blood, orisons, righteous strike, sacred tattoo, second curse, skill at arms, surprising charge, war sight, weapon mastery (greatsword) Combat Gear rations (trail/per day) (8), acid (flask), antiplague, antitoxin, potion of enlarge person (3), acid (flask), smelling salts, scroll (comprehend languages) x4, scroll (surmount affliction), scroll (restoration/cleric/7th), scroll (remove curse), scroll (break enchantment), scroll (see invisibility), scroll riffle (daylight) (2), scroll(nap stack + pillow 2), scroll (dismissal), scroll (greater magic weapon), scroll (breath of life), scroll (word of recall), potion (touch of the sea/1st), scroll (scry), scroll (plane shift), scroll wind walk, scroll of resurrection, scroll of raise dead. Weapons and Armor: Ghost touch full plate +5, greatsword +5, sling (3), sling (medium) (3), dagger, whip, blade of binding, masterwork longbow (composite/+4), chakram, masterwork greatsword (cold iron), stake (wood), lucerne hammer +1 (alchemical silver), masterwork buckler (throwing shield) (2) Magical Items: eyes of the eagle, buffering cap, ring of revelation, lesser, gauntlets of twisting vines, mnemonic vestments, corset of delicate moves, boots of speed, fortifying stone, diamond diamond worth 5,000 gp, diamond dust 5,000 gp, (an eye ointment that costs 250 gp) x3, ory statuette of you worth 1,500 gp, haversac, knight's pennon (battle) x2, *Bane Baldric, wand (heightened awareness/wizard/1st), wand of endure elements, prayer bead karma, wand of longstrider, wand of cure light x4, Lesser silent metamagic rod Stat items: headband of wisdom charisma +6, amulet of natural armor +5, ring of protection +1, belt of physical might (str/con) +6, cloak of resistance +5, wayfinder, cracked magenta prism ioun stone (diplomacy, intimidate,sense motive, UMD), ioun stone pale green prism - cracked ~ attacks, wand of cure light wounds, ioun stone dusty rose prism - cracked, ioun stone, pale green prism - cracked ~ saves, ioun stone dusty rose prism, thorny violet (grapple) Mundain Gear: outfit (pickpocket's), backpack, masterwork, piton (6), bedroll, blanket (winter), bear trap (2), flint and steel, folding pole, grappling hook, common, survival kit (masterwork), spell component pouch, climber's kit, caltrops (2), hammer, mess kit, flour (per lb.), rope (silk/50 ft.) (2), marbles (2), iron spike (10), chain (10 ft.), grappling arrow, pulley, bell, collapsible plank (2), belt pouch, belt pouch (2), coin (copper piece) (26), coin (silver piece) (16), myrrh (10),, eye ointment that costs 250 gp wire (3), inkpen, journal, mirror (small/steel), earplugs, familiar satchel, spell component pouch, spell component pouch, false-bottomed scabbard, arrow (smoke) (2), weapon crod, wrist sheath (2 -word of recall, surrmount affliction), cheat sheath, pathfinder chronicle religion, masterwork tools (Diplomacy, Perception, Sense Motive, UMD), smoked goggles, arrow (adamantine) (4), potion sponge, potion sponge, specialty smoke pellet, smog (2), ear trumpet, arrow (cold iron) (3), waterskin, waterskin, arrow (blunt) (4), arrows (20), arrow (alchemical silver) (4), armor spikes, cold-weather outfit, hot weather outfit, bullets (sling/10) (2), SPECIAL ABILITIES:
Adopted You were adopted and raised by someone not of your actual race, and raised in a society not your own. You may immediately select a race trait from your adoptive parent's race. Battlefield Clarity (Ex) 3 time(s) per day, as an immediate action, whenever you fail a saving throw that causes you to become blind, deaf, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse. Battle Mysteries You draw upon the divine mystery of Battle to grant your spells and powers. Bonus Oracle Spell (13x) Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast. Burning assurance +2 Diplomacy City-Raised Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. Combat Healer (Su) You cast cure spells as a swift action by expending two spell slots. This does not increase the level of the spell. You can use this ability 3 time(s) per day. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Dusty rose Prism - Cracked
Seeker You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. Glorious Servant (Sp) Each day, upon performing your obedience, choose one of the following spell-like abilities: Shield of Faith 3/day, Enthrall 2/day, or Searing Light 1/day Haunted Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Helpful +4 when using aid another Iomedae's Obedience Hold your primary weapon in front of you and hang a holy symbol of Iomedae from it. Kneel while focusing on the holy symbol, pray for guidance and protection from the Inheritor, and swear to follow her teachings. Gain a +4 sacred bonus on Diplomacy and Knowledge (nobility) checks. Iron Skin (Su) 2 time(s) per day, your skin hardens and takes on the appearance of iron. Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual. Magical Lineage (Divine Favor) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Divine Favor, treat its actual level as 1 lower for determining the spell's final adjusted level. Maneuver Mastery (Ex) Maneuver Mastery (Grapple) You use your Oracle level as your Base Attack Bonus when determining your Combat Maneuver Bonus Misfortune (Ex) 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. The creature must take the result of the reroll, even if it's worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day. Oracle Spell Level 1 (2x)
Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race. Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Demon-Feared Caster (Ex) You are used to fighting the forces of evil. You gain a sacred bonus equal to 1 + 1 for every 4 Hit Dice you possess (maximum +6) on caster level checks to overcome the spell resistance of outsiders with the chaotic or evil subtypes. These bonuses stack against outsiders who are both chaotic and evil (maximum +12). Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait. Second Curse You must choose two curses at 1st level. One of these curses (oracle's choice) never changes its abilities as you gain levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits. Skill at Arms (Ex) You gain proficiency in all martial weapons and heavy armor. Surprising Charge (Ex) 3 time(s) per day, you can move up to your
War Sight (Ex) You can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result. (you act in the normal order in following rounds). You roll three times for initiative and take any oneof the results.
Spiny:
Male undefined hedgehog N Diminutive animal Init +3; Senses low-light vision, Perception +22 DEFENSE AC 26, touch 17, flat-footed 23 (+3 Dex, +9 natural, +4 size) hp 204 (1d8-2) Fort +4, Ref +9, Will +12 OFFENSE
STATISTICS
Communication Empathic Link, Speak with Master,
SPECIAL ABILITIES
Intelligence Score The familiar's Intelligence score. Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Loyal Bodyguard (Ex) A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is sharing its master's square, it can use Bodyguard to aid another to improve its master's AC even if it doesn't threaten the attacking foe, though it still needs line of effect to its master and the attacker. Natural Armor Bonus The number noted here is in addition to the familiar's existing natural armor bonus. Quadruped (Claws) Available Magic Item Slots; armor, belt (saddle), chest, eyes, head, headband, neck, shoulders, wrist Scry on Familiar (Sp) If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day. Share Spells (Ex) The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Shield Master (Su) Whenever a protector or its master takes hit point damage, as long as the protector and its master are touching, its master can split the damage evenly between them as if under the effects of shield other. Speak with Master (Ex) If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. Spiny Defense (Ex) As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While rolled up, a hedgehog cannot take any action other than leaving this state. The hedgehog can leave this state as a move action. bot full attack:
[dice=Attack] 1d20+25+ 7 + 2 + 2[/dice] +2 attack vs Humans, aberrations and evil outsider. [dice=Damage]2d6+29+7+4 [/dice] +2 damage vs Humans, aberrations and evil outsider. ----------------------------------------------------------------------- [dice=Attack Divine Power] 1d20+25+ 7 + 2 + 2[/dice] [dice=Damage]2d6+29+7+4 [/dice] ----------------------------------------------------------------------- [dice=Attack Iterative] 1d20+20+ 7 + 2 + 2[/dice] [dice=Damage]2d6+29+7+4 [/dice] ----------------------------------------------------------------------- [dice=Attack Iterative Confirm] 1d20+20+ 7 + 2 + 2[/dice] [dice=Damage]2d6+29+7+4 [/dice] ----------------------------------------------------------------------- [dice=Attack] 1d20+15+ 7 + 2 + 2[/dice] [dice=Damage]2d6+29+7+4 [/dice] ----------------------------------------------------------------------- Divine power, Frightful Aspect, Heroism, Haste and additional +2 attack and damage vs Humans, aberrations and evil outsider.
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