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About Lucian the bloodhoundCombat:
Lucian the Bloodhound CR 5 Male Half-orc Warpriest Moldune Arsenal Chaplain 6 NG Medium Humanoid (Human, Orc) Init +2 ; Senses Perception +8 -------------------- DEFENSE -------------------- AC 19, (+4 armor +4 Dex+1Shield) touch 14, flat-footed 15 hp 45 Fort +9, Ref +8, Will +9 -------------------- OFFENSE -------------------- Spd 30 ft. Melee: Longsword (Cold Iron)+7 (1d8+3 /19-20/x2) Ranged: Clongbow+1 +10 (1d8+3/19-20/x2) -------------------- STATISTICS -------------------- Str 14, Dex 18, Con 14, Int 10, Wis 14, Cha 08 Base Atk +0; CMB +2; CMD 13 Racial Traits:
Ability Score Racial Traits: +2 DEX Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. Type: Half-orcs are Humanoid creatures with both the human and orc subtypes. Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size. Base Speed: Half-orcs have a base speed of 30 feet. Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages. Feat and Skill Racial Traits Intimidating Half-orcs receive a +2 racial bonus on Intimidate due to their fearsome nature. City Raised: Half-orcs are proficient with whips and longswords and receive a +2 racial bonus on Knowledge local checks. Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity. Darkvision: Half-orcs can see in the dark up to 60 feet. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Warpriest:
The Warpriest's class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str). Weapon and Armor Proficiencies: A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat. Spells:
Aura (Ex): Lawful Good
War Blessing (Su): (Su):
Battle Lust (major): At 10th level, you can touch an ally and grant it a thirst for battle. All of the ally’s melee attacks are treated as if they had the vicious weapon special ability, but the additional damage dealt to the ally from that special ability is nonlethal. In addition, the ally receives a +4 insight bonus on attack rolls made to confirm critical hits. These benefits last for 1 minute.
[b]Orisons:
Sacred Weapon (Su):
Spontaneous Casting:
Bonus Languages:
Fervor (Su):
Bonus Feats:
Weapon Training (Ex):
Aspect of War (Su):
Feats,Traits,Skills:
Feats: Point Blank Shot (1) Weapon Focus Longbow (WP1) Precise Shot (3) Deadly Aim (WP3) Rapid Shot 5 Multishot (WP6) Weapon Spezialisation Longbow (FCB) Traits: Fate´s Favored Boarded in the Shackles +1 Fort Skills: Skillranges 6x (2+2BS ) ACP 0 Acrobatics: 4 = 4 + DEX Mod + 0 - ACP; Appraise: 0 = 0 + INT Mod + 0; *Bluff: -1 = 0 + CHA Mod + 0; *Climb: 2= 0 + STR Mod + 0 -ACP; Craft (Fletchery): 9= 6 + INT Mod + 3; *Diplomacy: 3 = 1 + CHA Mod + 3; *Disguise: -1 = 0 + CHA Mod + 0 ; Escape Artist: 4 = 0 + DEX Mod + 0 - ACP; Handle Animal: -1 = 0 + CHA Mod + 0 ; *Heal: 2 = 0 + WIS Mod + 0; *Intimidate: 3 = 1 + CHA Mod + 3; *Know(Arc): 0 = 0 + INT Mod + 0; *Know(Dung): 0 = 0 + INT Mod + 0; Know(Hist): 0 = 0 + INT Mod + 0; Know(Local): 0 = 0 + INT Mod + 0; *Know(Nature): 0 = 0 + INT Mod + 0; Know(Nobility): 0 = 0 + INT Mod + 0; *Know(Planes): 0 = 0 + INT Mod + 0; *Know(Religion): 0 = 0 + INT Mod + 0; Linguistics: 0 = 0 + INT Mod + 0; *Perception: 8 = 6 + WIS Mod + 0; *Ride: 0 = 0 + INT Mod + 0; *Sense Motive: 9 = 4 + WIS Mod + 3; Sleight of Hand: 4 = 4 + DEX Mod + 0 - ACP; *Spell Craft: 0 = 0 + INT Mod + 0; *Stealth: 4 = 0 + DEX Mod + 0 - ACP; *Survival: 2 = 0 + WIS Mod+0 *Swim: 2= 0 + STR Mod + 0 -ACP; Use Magical D.: -1 = 0 + CHA Mod + 0 ; Equipment:
Starting funds 8000 Weapons: +1 Adaptive Composite Longbow 3400 60 Cold iron Durable Arrows 66 20 Blunt durable 22 MW Cold Iron Longsword 330 Machete 6 Armor: Mithral shirt 1100 Buckler 5 Wonderous Items: Cloak of Resistance +1 1000 Dusty rose cracked prism 500 Glorious Tabard 400 Talisman of benificial winds 150 Sleeves of many garments 250 Anytool 250 Scrolls: 4x Cure light wounds Lv1 100 Comprehend languages 25 Protection from Evil 25 Mundane Equipment: Explorers Outfit (free) MW Backpack 50 Antiplague 50 Clerics Kit 16 Signet Ring 5 Pipe and Tabbacco 1 Signal Horn 1 Spells:
Orisons: Create Water, Detect Magic, Guidance; Light, Stabilize Level 1 : Divine Favorx3, Shield of Faith, Abundant Ammunition Level 2: Bull´s Strengthx2, Defending Bone, Silence Backstory:
Secrets:
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