Barbarian

Merck's PFS PGC's page

180 posts. Alias of Merck.


Race

Oloch

Classes/Levels

- Wrpst 7 [ HP 32/60 | AC 21 T 11 FF 20 | CMD 21 | F +8 R +4 W +9 | Init +3, Per +4]

Languages

Common

About Merck's PFS PGC

Male half-orc warpriest of Gorum 7
CN Medium humanoid (half-orc, human, orc)
Init +3; Senses darkvision; Perception +4

DEFENSE
AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
hp 60 (7d8+22)
Fort +8, Ref +4, Will +9

OFFENSE
Speed 20 ft.
Melee +2 greatsword +13 (2d6+11/19–20) +1 to hit against foes he has
damaged in the last 24 hours
Ranged mwk composite longbow +7 (1d8+5)
Special Attacks fervor 2d6 6/day, channel positive energy (DC 16) Blessing Supernatural Abilities (6/day) glorious presence (DC 16),
war mind

Warpriest Spells Prepared (CL 7th; concentration +10)
3rd—daylight, deadly juggernautUC
2nd—graceAPG, resist energy, silence, weapon of aweAPG
1st—bless, divine favor, liberating commandUC, remove fear, shield
of faith
0 (at will)—create water, detect magic, guidance, light, stabilize

STATISTICS
Str 20, Dex 12, Con 14, Int 10, Wis 16, Cha 10
Base Atk +5; CMB +10; CMD 21

Feats Dazzling Display, Furious FocusAPG, Intimidating Prowess, Power
Attack, Shatter Defenses, Toughness, Weapon Focus (greatsword),
Weapon Specialization (greatsword)

Skills Climb +4, Heal +6, Intimidate +17, Knowledge (religion) +4,
Perception +4, Perform (percussion) +1, Sense Motive +7, Spellcraft
+4, Survival +7, Swim +4; Armor Check Penalty –5

Traits reactionary, finish the fightBoG

Languages Common, Orc

SQ aura (strong chaos), bestial, blessings (minor), orc blood, sacred
armor +1 (7 minutes), sacred weapon +1 (7 rounds), spontaneous
casting (positive)

Combat Gear acid, alchemist’s fire, scroll of air walk, scroll of
effortless armorUC (2), scroll of invisibility purge, wand of cure light wounds (10 charges);

Other Gear spiked +1 full plate, +2 greatsword, mwk composite longbow with 20 arrows, cloak of
resistance +1, belt of giant strength +2, headband of inspired wisdom +2, pearl of power (1st), backpack, drum, iron holy symbol of Gorum, spell component pouch, waterskin, 62 gp

SPECIAL ABILITIES
Blessings Oloch can use any combination of his two blessing abilities
(glorious presence and war mind) 6 times per day.
Channel Positive Energy Oloch can spend two uses of fervor to
channel positive energy, either healing living creatures or harming undead creatures (his choice) in a 30-foot-radius burst for 2d6 damage. Undead can make a DC 16 Will save for half.
Dazzling Display As a full-round action, Oloch can roll Intimidate to demoralize all foes within 30 ft.
Fervor Oloch can heal himself for 2d6 damage as a swift action. As a standard action, he can heal a touched ally for 2d6 damage or harm an undead for 2d6 damage as a touch attack. He can also spend fervor to cast any warpriest spell as a swift action, without somatic components or provoking an attack of opportunity. If he casts a spell in this way, it can only affect him, even if it normally affects multiple targets.
Furious Focus Oloch does not take the usual Power Attack penalty to hit on his first attack each round.
Glorious Presence Oloch can touch an ally as a standard action. For one minute, that ally is protected by a special sanctuary effect that doesn’t break for a particular enemy unless the ally attacks that enemy.
Pearl of Power Oloch can use his pearl as a standard action to recover one of his expended 1st-level spells.
Power Attack Oloch can take a –2 penalty to hit with his greatsword to do +6 damage.
Sacred Armor Oloch can spend a swift action to increase his full plate to +2 or to add glamered or light fortification to it. He can add these extra abilities for up to 7 minutes a day, but they don’t have to be consecutive. Once he uses this ability in a day, he has to pick the same enhancement for the rest of that day. If he wants, Oloch can spend a use of fervor to activate sacred armor and sacred weapon together in the same swift action.
Sacred Weapon If he wants, Oloch can do 1d8 damage with his greatsword. He can also spend a swift action to increase his greatsword to +3 or to add defending, flaming, frost, keen, shock, or vicious to it. He can add these extra abilities for up to 7 rounds a day, but they don’t have to be consecutive. Once he uses this ability in a day, he has to pick the same enhancement for the rest of that day.
Shatter Defenses If Oloch hits a shaken, frightened, or panicked opponent, they become flat-footed to Oloch until the end of Oloch’s next turn.
War Mind Oloch can touch an ally. For one minute, that ally can choose at the start of its turn to gain +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus to attack rolls, or +1 luck bonus to saving throws. The choice lasts for 1 round.
Air Walk Oloch’s scroll grants a touched target the ability to walk on the air at its normal speed for 70 minutes. The target’s maximum angle of ascent or descent is 45 degrees (but walking uphill causes them to move at half speed). Heavy winds or stronger can blow the target in the direction of the wind, and stronger winds may have more drastic effects.
Bless Oloch can give all allies in a 50-foot-radius burst a +1 morale bonus to attack rolls and saves against fear for 7 minutes.
Create Water Oloch creates 14 gallons of water within 40 feet. It lasts a day if no one drinks it.
Cure Light Wounds Oloch’s wand heals a touched target for 1d8+1 damage.
Daylight Oloch can touch an object, causing it to emanate bright light for 60 ft. and raise the light by one level for the next 60 ft for 50 minutes. If there is magic darkness in that area, instead the overlapping area is unaffected by either spell.
Deadly Juggernaut For the next 7 minutes, any time Oloch drops a
foe with 3 HD or more to 0 or fewer hit points, he gains a stacking +1 luck bonus to melee attack rolls, melee damage rolls, Strength checks, and Strength-based skill checks as well as a stacking DR 2/-, to a maximum of a +5 luck bonus and DR 10/-.
Detect Magic Oloch can notice magic in a 60-foot cone. If he concentrates, he can find how many magic auras there are on the next round and then attempt to find out more on the round after that.
Divine Favor Oloch grants himself a +2 luck bonus to attack and damage rolls for 1 minute.
Effortless Armor Oloch’s scrolls allow him to move at full speed in his armor and reduce the armor check penalty by 1. They last for 3 minutes each.
Grace As a swift action, Oloch no longer provokes attacks of opportunity for movement until the end of his turn.
Guidance Oloch can give a touched target a +1 competence bonus that the target can use on any attack roll, saving throw, or skill check in the next minute.
Invisibility Purge Oloch’s scroll negates all invisibility within 25 feet of the scroll’s caster. The effect moves along with the caster for 5 minutes.
Liberating Command As an immediate action, Oloch can pick an ally within 40 feet. That ally can spend an immediate action to make an Escape Artist check with a +14 competence bonus to escape restraints, bindings, or grapples.
Light An object Oloch touches sheds light for 70 minutes. He can’t have
more than one copy of this spell active at once.
Remove Fear Oloch selects two creatures within 40 ft. of Oloch and
within 30 ft. of each other. Oloch suppresses all current fear effects on those creatures for 10 minutes. During that time, the creatures gain a +4 morale bonus against further fear effects.
Resist Energy For 70 minutes, a target Oloch touches gains 20 resistance to his choice of acid, cold, electricity, fire, or sonic.
Shield of Faith Oloch can give a touched target a +3 deflection bonus to AC for 7 minutes, which increases touch, flat-footed, and CMD as well.
Silence Oloch must cast this spell for an entire round, during which
it can be disrupted. If he completes the spell, just before his next turn, he can pick any object, creature, or point in space within 680 ft. (though creatures and attended objects receive a Will save, so unattended objects and allies are his best bet for a mobile silence) to radiate a 20-foot radius of silence for 7 rounds. Sound cannot originate from or pass through that area, which thwarts all spells with verbal components.
Stabilize Oloch can stabilize any target within 35 ft. The target stops dying but is still unconscious.
Weapon of Awe Oloch can choose any weapon and grant it a +2 sacred bonus to damage for 7 minutes. During this time, if the weapon deals a critical hit, the target of the critical hit becomes shaken for 1 round.