Half-Fiend Minotaur

Lotham's page

367 posts. Alias of caps.


Full Name

Lotham the Holy Cow

Classes/Levels

- INACTIVE - (GM abandoned game)

Size

Large

Alignment

LG

Deity

Good Pantheon

Strength 22
Dexterity 10
Constitution 16
Intelligence 14
Wisdom 14
Charisma 21

About Lotham

Class: (Triple Gestalt)
Bloodrager (Crossblooded, Primalist)
Oracle (Warsighted)
Paladin (Holy Tactician)
Cheese dip: Relic Hunter Inquisitor
Favored Class: Paladin
Alignment: LG. Lotham will obey authorities (laws, officials, etc.) In any non-evil action, even if he disagrees with it, as long as said authorities are not known by him to be evil. He values all sentient life and seeks to protect those who are weaker from those who are stronger.
Race: Minotaur (Monstrous Humanoid)
Purchased Race Powers: Advanced Charisma (4), Bite (1)
THEME: Righteous Anger (i.e. Justified Anger, Angry Justice, etc., esp. as justified by the Divine)

Size: 10 Reach: 10
Initiative +2 (Reactionary)
Senses: 60ft. Darkvision; Perception +8
STR 22 +6 (18 + 2 Size + 2 Race)
DEX 10 +0 (12 - 2 Size)
CON 16 +3 (14 + 2 Race)
INT 14 +2
WIS 14 +2
CHA 21 +5 (18 - 2 Race + 4 Advanced Charisma + 1 lvl 3)

Speed 30ft.

Defense:
AC 14/T 14/FF 14* (10 + 5 CHA from Prophetic Armor - 1 Size) *Uncanny Dodge
CMD 21 (10 + 4 BAB + 6 STR + 1 Size)
HP 63 = 4 * (10 + 1 toughness + 3 CON + 1 trait + 3/4 favored class) / BLOODRAGING HP 71
+12 FORT (4 + 3 CON + 5 CHA from Divine Grace)
+6 REF (1 + 5 CHA from Divine Grace)
+12 WILL (4 - 2 Crossblooded penalty + 2 WIS + 2 Iron Will + 1 trait + 5 CHA from Divine Grace)
+2 vs. Saves for friendly spells

Offense:
+4 BAB, -1 Size
+11 CMB (+6 STR, +4 BAB, +1 Size)
30ft. (30 + 10 Bloodrager - 10 Lame Oracle Curse)
Gore +9 (1d8+6)
Charging Gore +11 (1d8+9)
Gore +9 (1d8+6), Bite +9 (1d8+6), 2 Claws* +9/+9 (1d8+6/1d8+6)
*Abyssal Bloodline Claws from Bloodrager are d6 for Medium, so I stepped the die up one

Feats:
Toughness (bonus for everyone)
Exotic Weapon Proficiency, Double Crossbow (Minotaur bonus)

Level 1 feats:
Combat Expertise
Power Attack
Fey Foundling [from Inner Sea World Guide]
Extra Revelation (Prophetic Armor)
Iron Will

Level 2 feat:
Radiant Charge

Amulet feats:
Mad Magic
Skill Focus (Diplomacy)

Level 3 feat:
Greater Mercy

Level 4 feat:
Cleave
Bloodrager bonus feat:
Eschew Materials

Skills: Ranks = 33 = (4 Oracle + 2 INT + 1 Trait + 1 CaveToad Bonus + 1/4 Favored Class) * 4
+10 Climb* (1 ranks + 3 Class + 6 STR)
+15 Diplomacy (4 ranks + 3 Class + 5 CHA + 3 Skill Focus)
+6 Heal (1 rank + 3 class + 2 WIS)
+13 Intimidate (4 ranks + 3 Class + 5 CHA + 1 Stern Gaze)
+9** Knowledge, Planes (4 rank +3 class +2 INT)
+6** Knowledge, Religion (1 rank +3 class +2 INT)
**+2 when identifying monsters (Monster Lore)
+3 Linguistics (1 rank + 2 INT)
+11 Perception (4 ranks + 3 Class + 2 WIS + 2 race)
+10 Sense Motive (4 ranks + 3 Class + 2 WIS + 1 Stern Gaze)
+6 Spellcraft (1 rank + 3 class +2 INT)
+11 Survival (4 ranks + 3 Class + 2 WIS + 2 race)
+10 Swim* (1 ranks + 3 Class + 6 STR)
+12 Use Magic Device (3 ranks + 3 Class + 5 CHA + 1 trait), class skill via Trait

-4 Stealth (- 4 Size)
other skills based on raw attribute modifiers
*0 ACP

Special Abilities:
MINOTAUR
Powerful charge (Ex): Whenever a minotaur charges, it deals twice the number of damage dice with its gore attack plus 1-1/2 times its Strength bonus.
Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.

BLOODRAGER
Bloodrage (Su) - 15/15 rounds/day (10 Class + 3 Con) - +4 Morale to STR, CON, -2 AC
Fast Movement (Ex) - +10ft. move speed
Bloodlines - Abyssal, Celestial
Bloodline Power - 2 Claws (Su) (Abyssal)
Bloodline Power - Angelic Attacks (Su) (Celestial) melee attacks are considered good-aligned for bypassing DR. When Lotham deals damage to an evil outsider, he adds an additional 1d6 damage that stacks with effects like align weapon and holy weapon.
(Primalist archetype will optionally allow the selection of Barbarian Rage powers instead of Bloodline powers at higher levels)
Uncanny Dodge - keep DEX bonus even while flat-Footed
Blood Sanctuary - +2 vs. Saves for friendly spells
Blood Casting - cast spells while bloodraging

BLOODRAGER SPELLS
1 (3/day, DC 16): Mage Armor, Shield
(wishlist: Color Spray, maybe Celestial Healing)

ORACLE
Lame (Ex) - Oracle Curse (primary curse, -10 ft. move speed, speed never reduced by encumbrance)
Prophetic Armor (Ex) - Lunar Oracle Revelation (CHA to AC and REF instead of DEX)
Martial Flexibility 5/day, 5/5 - Warsighted Oracle
Moonlight Bridge (Su): You summon a bridge of moonlight. The 10-foot-wide span touches the ground at a point adjacent to you. It can extend from this point in any direction for 10 feet per oracle level. The path persists until you have crossed over the bridge or for 24 hours, whichever is shorter. You may summon a moonlight bridge a number of times per day equal to your Charisma bonus. Should the bridge be attacked, treat it as a wall of force.

ORACLE SPELLS
2 (4/day, DC 17): Silence, Dust of Twilight*, Cure Moderate Wounds
1 (8/day, DC 16): Divine Favor, Fumbletongue*, Obscuring Mist, Shield of Faith, Cure Light Wounds
0 (DC 15): Light, Resistance, Guidance, Detect Magic, Read Magic, Enhanced Diplomacy
*Mystery spell

PALADIN
Aura of Good (Ex)
Detect Evil (Sp)
Channel Positive Energy (Su) - spend two uses of Lay on Hands to Channel Positive Energy as a level 4 cleric.
Weal's Champion (Su) 2/2 - as a swift action, a holy tactician can call on the powers of good to aid her against evil. The holy tactician gains a +5 bonus on her attack rolls against evil creatures, and if she hits, she adds +2 to weapon damage rolls as well. These bonuses last for 2 rounds.
In addition, for 1 round after the holy tactician successfully strikes an evil creature, all non-evil allies within 30 feet of her gain a +2 competence bonus on attack rolls against that creature as well as a +1 competence bonus on damage rolls. She can grant this bonus against more than one creature at a time. To gain this benefit, the holy tactician's allies must be able to see or hear her, and she must be conscious.
Divine Grace (Su)
Lay on Hands (Su) 7/7
Mercy: Fatigued
Tactical Acumen (Ex)
Battlefield Presence (Su)
Lotham can direct his allies in battle, granting each ally within 30 feet one teamwork feat he possesses as a bonus feat as a standard action. All allies must receive the same feat, but do not need to meet the prerequisites of this bonus feat. This ability does not function if the paladin is flat-footed or unconscious. Allies must be able to see and hear the holy tactician in order to gain this benefit. Changing the bonus feat granted is a swift action.

PALADIN SPELLS
1 (DC 16): Bless Weapon, Weapons Against Evil

INQUISITOR
Monster Lore - Add WIS to Knowledge checks to identify monsters
Stern Gaze - Add 1/2 Inq. level (min. 1) to Intimidate and Sense Motive checks
Relics: A relic hunter gains the occultist's implements class feature and learns to use two occultist implement schools as relic schools. (Transmutation and Enchantment)
Deific Focus (3): Each day, a relic hunter has a number of points of deific focus equal to her inquisitor level + her Wisdom modifier, and she must spend 1 hour in prayer with her relics to invest them with divine power. These points refresh at the start of each day.
Selected power: Sudden Speed

INQUISITOR SPELLS
0 (DC 12): Brand, Daze, Virtue
1 (DC 13, 2/day): Wrath, Expeditious Retreat

Traits:
Indomitable Faith (Faith) +1 Will
Dangerously Curious (Magic) +1 UMD and it becomes a class skill
Finding Your Kin (Campaign) +1 HP and +1 Skill Point when you take a level in your favored class, in ADDITION to your normal favored class bonus.

Languages: Ancient Common, Giant, Abyssal, Infernal, Modern Common

Equipment:

Amulet:
Item name:
Description:
Slot: Neck
Feats Granted (and level):
2: Mad magic
3: Skill focus (Diplomacy)
4: Arcane Strike
Magic Creation Pool (4000/6000gp):
Mighty Fists (merciful enhancement for natural and unarmed attacks)
Flexible Power Pool (0/2):

Light Load: up to 173lbs. / BLOODRAGING up to 306lbs.
Medium Load: up to 346lbs. / BLOODRAGING up to 613lbs.
Heavy Load: up to 520lbs. / BLOODRAGING up to 920lbs.

3/3 Hero points

Goodwin found Lotham as a young minotaur, bloodied and incoherent in the feywilds, mindlessly destroying some brush in a rage. Once Goodwin calmed him down and brought him "home," he concluded that Lotham must have endured some trauma. He flew into a violent rage at the slightest provocation and seemed to have no memory of any time before Goodwin found him--apparently having blocked it out as a response to trauma.

Over time, Goodwin taught Lotham to restrain his rage--to funnel it. Now Lotham's rages give him even more power, but he chooses when to let his anger take over.

Once he had built a rapport with the Minotaur, Goodwin quickly discovered that Lotham had a special connection to the divine. Lotham spoke of the gods often, referring to visions and voices of various gods on a regular basis, as if such experiences were everyday and normal. He had deep convictions about morality, right behavior, and justice, and he consistently based his statements about those convictions on his own experiences with divine revelations.

In appearance, he is a black-furred Minotaur with a stripe of white fur going down his spine and growing in tufts from his ears. His eyes glow red.

He is compassionate, especially towards those that appear weak, or he knows are weak in spite of appearances. He keeps a tight grip on his rage most of the time, preferring to save it for lethal situations. However, seeing others be mistreated makes him angry very, very quickly.

He is friendly on the surface, but reserved beyond that.

In combat with opponents that he feels are not worthy of destruction (particularly opponents that are attacking him because he's a minotaur), he tends to refrain from using his natural weapons, preferring to use Total Defense and the like as he talks them down. Once he becomes upset (and rages) he is far more likely to use his natural weapons.

DON'T FORGET FOR THE FUTURE:

List equipment carried (nothing really at start aside from special item). Note the weight for each item. Please keep accurate encumbrance particularly if you are weak or near a threshold, where a few pounds might push you from light to medium for example.

Stat blocks for all companions, familiars, minions, pets, mounts, eidolons, cohorts, hirelings etc along with gear and encumbrance.
Bonus: All class sourced companions, eidolons, etc have max HP as well. This does not apply to store bought pets or mounts, or NPC henchmen etc.

Bookkeeping section. This is important. Keep a section that shows all money that came in as well as all money outgoing.

Original Stat Rolls:

attributes: 5d6 ⇒ (5, 1, 2, 6, 2) = 16
attributes: 5d6 ⇒ (5, 2, 2, 6, 2) = 17
attributes: 5d6 ⇒ (4, 3, 2, 4, 3) = 16
attributes: 5d6 ⇒ (4, 1, 5, 2, 4) = 16
attributes: 5d6 ⇒ (5, 3, 4, 3, 4) = 19
attributes: 5d6 ⇒ (1, 4, 2, 5, 1) = 13
attributes: 5d6 ⇒ (6, 3, 5, 4, 4) = 22

11
13
13
13
13
15
= 78

add 12 points to get to 90

11
13
13
13
13
18 (15)

9 points left to get to 90

11
13
13
13
18 (13)
18 (15)

4 points left to get to 90

12
14
14
14
18 (13)
18 (15)