Serpentfolk Spy

Lumo Seme's page

420 posts. Organized Play character for EwokBanshee.


Full Name

Lumo Seme, of Gorum

Race

| Speed 20ft | +2 vs Mind-Effects&Poison | Spells: 2nd: 2/3 1st: 2/4 Channels: 2/3

Classes/Levels

Bot Me!:
[dice=Power Attack]1d20+9[/dice] [dice=Damage]2d6+9[/dice]

Gender

M CG Nagaji Cleric 2/Fighter 1 | HP: 33/33 | AC: 21 (11 Tch, 20 FF) | CMB: +9, CMD: 20 | F: +6, R: +2, W: +5 | Init: +1 | Perc: +4, SM: +2

Size

Bot Me!:
Lumo preps for combat by casting Divine Favor, then Bless. He uses Seize the Initiative on the Buffer. He uses Fury of the Abyss on Bosses.

Age

32

Alignment

CG

Deity

Gorum

Languages

Common, Tien, Draconic, Abyssal

Occupation

Gardener (+8) w/ Mstwrk Tools

Strength 23
Dexterity 12
Constitution 12
Intelligence 5
Wisdom 14
Charisma 10

About Lumo Seme

Name: Lumo Seme
240237-3
Sex: M Race: Nagaji Class/Level: Cleric 3/ Fighter 1
Alignment: CG Size: M Type: Humanoid (Reptilian)
Init +1; Senses: Low Light Vision Perception +4
Favored Class Bonus: Cleric (Skill), +1 (+1) skill points
Languages: Common, Draconic, Abyssal

DEFENSE
AC 21, touch 11, flat-footed 18 (+9 armor, +1 dex, +1 Nat Armor)
HP 33 (1d10 (10) +1 Con + 1 / 1d8 (5)+1+1)
Fort +6, Ref +2, Will +5

OFFENSE
Spd 20ft (In armour)
Melee Greatsword (P.A.) +8 (2d6+9, 19-20, S)
Melee Greatsword +9 (2d6+6, 19-20, S)

Melee Masterwork Earthbreaker (P.A.) +9 (2d6+9, x3, B)
Melee Masterwork Earthbreaker +10 (2d6+6, x3, B)

Melee Cold Iron Halberd (P.A.) +8 (1d10+9, x3, P or S) [Demons or Fey]
Melee Cold Iron Halberd +9 (1d10+6, x3, P or S) [Demons or Fey]

Melee Silver Bec de Corbin (P.A.) +8 (1d10+8, x3, P or S, REACH) [Devils or Lycanthropes]
Melee Silver Bec de Corbin +9 (1d10+5, x3, P or S, REACH) [Devils or Lycanthropes]

Ranged (Sling) +4 (1d4+6, 50ft, x2)

Ranged (Alchemist Fire) +4 (1d6, 10ft, 1 splash, burn/1 round: 1d6 )

STATISTICS:

Str 23 (+6), Dex 12 (+1), Con 12 (+1), Int 5 (-3), Wis 14 (+2), Cha 10 (+0)
BAB +3, CMB +8, CMD 19

Feats, Traits, Racial:

Feats
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Power Attack:You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Furious Focus: You do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn.

Traits
Fate's Favored:Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Armor Expert: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Racial Abilities
Armored Scales: Nagaji have a +1 natural armor bonus from their scaly flesh.
Resistant (Ex): Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.
Serpent’s Sense (Ex): Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks

Skills:
(2 skill points/level -3/level (Int)=1 +1 (favored class)=2 - Class Skills in Bold, Skills in italics are not usable untrained)

Mod Ranks Attribute Name of Skill
-3 0 (dex) Acrobatics
-3 0 (int) Appraise
+0 0 (cha) Bluff
+2 0 (str) Climb
-3 0 (int) Craft
+0 0 (cha) Diplomacy
-- 0 (dex) Disable Device
+0 0 (cha) Disguise
-3 0 (dex) Escape Artist
-3 0 (dex) Fly
** 0 (cha) Handle Animal
+2 0 (wis) Heal
+0 0 (cha) Intimidate
** 0 (int) Knowledge (Arcana)
** 0 (int) Knowledge (Dungeoneering)
** 0 (int) Knowledge (Engineering)
-- 0 (int) Knowledge (Geography)
+1 1 (int) Knowledge (History)
-- 0 (int) Knowledge (Local)
-- 0 (int) Knowledge (Nature)
+1 1 (int) Knowledge (Nobility)
+1 1 (int) Knowledge (Planes)
+1 1 (int) Knowledge (Religion)
+1 1 (int) Linguistics
+4 0 (wis) Perception
+0 0 (cha) Perform
+8 1 (wis) Profession (Gardener) [w/ mstwrk tools]
-3 0 (dex) Ride
+2 0 (wis) Sense Motive
-- 0 (dex) Sleight of Hand
-- 0 (int) Spellcraft
-3 0 (dex) Stealth
+2 0 (wis) Survival
+6 1 (str) Swim
-- 0 (cha) Use Magic Device

Cleric Spells:
Caster Level: 3 (Concentration +3)
Channel Positive Energy (3/day): Heal everyone within a 30 ft radius for 2d6 health.

Domain Abilities:
War (Tactics):
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Chaos (Demon):
Fury of the Abyss (Su): As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a –2 penalty to AC. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

0 (at will, 3/day) – Detect Magic, Light, Read Magic

1 (3+1/day) – Domain: Magic Weapon, Magic Weapon, Divine Favor, Divine Favor

Divine Favor: +(2) luck bonus on attack and weapon damage rolls

2 (2+1/day) - Domain: Aid, Bull's Strength, Bull's Strength

Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).


Combat Gear
Masterwork Full Plate, Masterwork Earthbreaker, Greatsword, Silver Bec de Corbin, Cold Iron Halberd, Sling, Sling bullets (100), Alchemist Fire (8), Sap, [Trident, Javelin, Light Hammer, Throwing Axe, Composite Longbow (+5) 625 GP]

Other Gear:

Cleric's Kit, Masterwork tools, Smelling Salts, Wayfinder, Crowbar, grappling hook, Rope (50), Wrist Sheathe x2, Belt of Giant Strength

Wands: Cure Light Wounds Wand (46/50) in Wrist Sheathe, Bless Wand (49/50) in Wrist Sheathe
Scrolls: Air Bubble, Comprehend Languages, Liberating Command, Obscuring Mist, Lesser Restoration (x3), Resist Energy

Money
279 GP

Boons:

Explore, Report, Cooperate: Ask the GM if a possible action will influence the Prestige Points.

Friend of Janira Gavix: +1 to Knowledge rolls made within the Grand Lodge.

Hellbound: Faint aura of Evil, in addition to the strong Chaotic Good aura. Spells that affect evil creatures affect me as Neutral. Increase the cost of Raise Dead or Resurrection by 25%.

Argent Knight: +1 to Knowledge(Religion) concerning non-Evil divinities.

Gloomspire Explorer: Use in the Gloomspires.

Purifier: When attempting a Caster Level check to remove a curse, disease or other condition, increase my Caster Level by (4).

Magnimarian Debt: Halve the cost of Raise Dead or Resurrection.

Formidable Renoun: +2 Intimidate, as a Move action, versus Worshipers of Lissala.

Miracle Worker: Once per adventure, I can use Lay on Hands as a Level 8 Paladin. (4d6 healing. Others=Standard, Self=Swift.)

Evenhanded Investigator: +2 Diplomacy vs guards and city officials in Absalom.

Inner Struggle: When you fail a saving throw against a mind-affecting compulsion effect, cross this boon off to delay the effect and be stunned until the end of my next round. Then, attempt a new saving throw.

Worthy Foe (Orcs): As a swift action, gain +2 to hit/damage vs Orcs and a +2 to AC for one round.

Blight Bane: As a swift action, gain +1 to hit and 1d6 extra damage vs an animal, plant or vermin for 2 rounds.

Fangwood Purifier: Use the wild empathy druid class skill once.

Martyr's Shard 3: As a free action, gain a +1 enhancement bonus on the weapon, and make it ignore the first 5 points of DR of an undead creature for 1 minute.

Celestial Blessing: Once per adventure, call upon Gorum as a free action to grant myself and all allies within 30 feet DR 4/Evil for 2 rounds.

Promotional Reroll (Goblin IPA): You can reroll a single d20 roll you make during the course of the scenario. Add +1 for my Star.

Description:

(LOO-MOH SEH-MAY)
Lumo is humanoid, with a reptilian head and neck. His green scaly skin and yellow eyes are often unnerving to those who have never met a Nagaji before. However, his boisterous laugh and large smile offset any negative first impressions.

History:
Seme was cast out of his Nagaji tribe after a demonic birthmark appeared on his right forearm. Soon after, his family was attacked by a Naga, and saved by a Paladin of Gorum. Since then, Lumo has sought to become a Cleric of Gorum. Despite his rejection from the temple of Gorum he fights on, seeking Gorum's attention through other means. After fighting with the Pathfinder Society, he reapplied to the temple and made it in. He is now a Cleric of Gorum.