Sevroth

Jerry Montanari's page

19 posts. Alias of Cwethan.


Strength 10
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 18

About Jerry Montanari

Defense::
HP
AC 12 (+2 Dex)
TAC 12
FF 10
CMD 11 (-1 Str, +2 Dex)

Fort +2 (+2 Con,)
Ref +2 (+2 Dex)
Will +4 (+2 Base, +2 Racial)

Offense::

Speed 30'
Initiative +2
BAB +0
CMB -1

Spiked Gauntlet -1 d4-1 x2

Skills::
Bluff +13 (Cha +5, 2 Ranks, +3 class, +2 untyped, +1 Trait)
Diplomacy +13 (Cha +5, 2 Ranks, +3 Class, +2 untyped, +1 Trait)
Intimidate +11 (Cha +5, 2 Ranks, +3 Class, +1 Trait)
Profession (Herbalist) +11 (Cha +5, 2 Ranks, +3 Class +1 Competence)
Knowledge (Nature) +5 (Int +1, 1 Rank, +3 Feat)
Sense Motive +3 (Wis -1, 1 Rank, +3 Class)

Special Abilities::
Favored Class: Oracle +1 hp

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Thinblood Resistance: Raziya is accustomed to torture at the hands of her cruel forebears and gains a +2 racial bonus on Fortitude saves against poison and disease, including magical diseases. She also gains the poison use ability and never risks poisoning herself when applying poison to a weapon.

Wary: Many half-elves have spent their long lives moving from place to place, often driven out by the hostility of others. Such experiences have made them wary of others’ motivations. Half-elves with this trait gain a +1 racial bonus on Sense Motive and Bluff checks.

Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.

Languages: Half-elves begin play speaking Common and Elven

Master Herbalist (Su): Seidr has mastered countless alchemical techniques that supplement her divine powers and greatly aid her when she heals the sick and wounded. She gains a competence bonus on Profession (herbalist) checks equal to 1/2 her oracle level (minimum 1) (1), and uses her Charisma modifier in place of her Wisdom modifier when attempting Profession (herbalist) checks. Additionally, Seidr can identify potions as if via detect magic using Profession (herbalist) instead of Spellcraft, and she can attempt such a check after holding a potion for 1 round.

Healer’s Way (Su): Seidr combines alchemy, acupuncture, and divine magic to heal wounds by touch. She can use this ability a number of times per day equal to 1 + her Charisma modifier (6). With one use of this ability, she uses positive energy to heal the target of 1d6 hit points for every 2 oracle levels she has [minimum one] (1d6). Using this ability is a standard action unless Seidr targets herself, in which case it is a swift action. Using this ability requires only one free hand. This ability counts as a paladin’s lay on hands ability for the purposes of feats, spells, and effects that work with that class feature when it is used for healing purposes. Unlike lay on hands, this ability cannot be used to harm undead.

Blackened: Seidr's hands and forearms are shriveled and blackened, as if she had plunged her arms into a blazing fire, and her thin, papery skin is sensitive to the touch. She takes a –4 penalty on weapon attack rolls, but she adds burning hands to her list of spells known.

Spells::
Orisons:
Detect Magic
Enhanced Diplomacy
Guidance
Light

Level 1: 6/day
Bless
Burning Hands DC 16
Cause Fear DC 16
Cure Light Wounds
Detect Undead

Feats::
Fey Foundling:
Seidr's strange connection to the First World and the fey infuses her with life, and whenever she receives magical healing, she heals an additional 2 points per die rolled. She gains a +2 bonus on all saving throws against death effects. Unfortunately, She also suffers +1 point of damage from cold iron weapons.

Skill Focus (Knolwedge: Nature)

Eldritch Heritage

Traits::
Extremely Fashionable:
Seidr really knows how to make a good impression when she's dressed well. Whenever she is wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar her overall look), she gains a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (Bluff) is a class skill for her.

Omen:
Seidr exudes an ominous presence. She gains a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for her. Once per day, she may attempt to demoralize an opponent as a swift action.

Equipment::
Green Dragonhide Breastplate, Heavy Wooden Shield, Spiked Gauntlet, Rope, Charcoal (x2), Rice Paper (x5), Trail Rations (x5) Wand of Cure Light Wounds (45), Wand of Ant Haul

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