Oread

Newt Lopo's page

38 posts. Organized Play character for kaervek78.


Classes/Levels

Male CN Oread Fighter (Mutation Warrior) 1 | HP 13/13 | AC 22 T 13 FF 20 | CMB +4, CMD 16 | F: +4, R: +2, W: +1| Init +2 | Perc (Darkvision) +6 (+2 Stonecunning) | SM +1 | Speed 20ft

Gender

Silverhex Q1

About Newt Lopo

Fighter (Mutation Warrior)
Cleric (Foundation of Faith)
Alchemist (only for reference)

Scenario Notes: NA
To Buy/Do: upgrade (rebuild!) to MW Heavy Darkwood Shield (257g, 5lb)
already done shopping (chronicle #2): Wand of CLW (2PP)
To buy: Cloak of Resistance +1 (1000g, 1lb), Wand of enlarge person (2PP), Wand of longstrider (2PP), ev. wand of infernal healing (2PP) ???

Done: BAB, Saves, CMB, CMD, Traits

ACP, Skills, Feat, Attacks
To do: Equipment (arrows)

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If Newt does not move (which happens quite often), he looks like a statue dressed up as a fighter... a very ugly statue.

Special Abilities, Feats, Traits, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.

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DEFENSE
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CMD 16
AC 22, touch 13, flat-footed 20
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OFFENSE
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CMB +4
Speed 20 ft. (20 ft. in medium or heavy armor)
Ranged
Longbow +3 (1d8/20/x3)
Composite Longbow (+4 STR) +2 (1d8/20/x3)
[dice=Longbow]1d20+3[/dice] for [dice=Piercing]1d8[/dice]

Sling +3 (1d4+3/20/x2)
[dice=Sling]1d20+3[/dice] for [dice=Bludgeoning]1d4+3[/dice]

cold iron Dagger thrown +3 (1d4+3/19-20/x2)
[dice=cold iron Dagger thrown]1d20+3[/dice] for [dice=Piercing OR Slashing]1d4+3[/dice]

Club +3 (1d6+3/20/x2)
[dice=Club thrown]1d20+3[/dice] for [dice=Bludgeoning]1d6+3[/dice]

Melee
Longsword +4 (1d8+3/19-20/x2)
[dice=Longsword]1d20+3[/dice] for [dice=Slashing]1d8+3[/dice]

cold iron Dagger +4 (1d4+3/19-20/x2)
[dice=cold iron Dagger]1d20+4[/dice] for [dice=Piercing OR Slashing]1d4+3[/dice]

cold iron Spiked Gauntlet +4 (1d4+3/20/x2)
[dice=cold iron Spiked Gauntlet]1d20+4[/dice] for [dice=Piercing]1d4+3[/dice]

Club +4 (1d6+3/20/x2)
[dice=Club]1d20+3[/dice] for [dice=Bludgeoning]1d6+3[/dice]

Sap +4 (1d6+3/20/x2)
[dice=Sap]1d20+3[/dice] for [dice=Bludgeoning, nonlethal]1d6+3[/dice]

Unarmed Strike +4 (1d3+3/20/x2)
[dice=Unarmed Strike]1d20+4[/dice] for [dice=Bludgeoning non-lethal]1d3+3[/dice]

SPELLS (actual):

. . 1st(2+1): Enlarge Person; Comprehend Languages, Fallback Strategy (DC 17)
. . 0 (at will): Detect Magic, Guidance, Create Water

SPELLS (actual):

. . 1st(2+1): Enlarge person; Comprehend Languages, Remove Sickness (DC 17)
. . 0 (at will): Detect Magic, Guidance, Virtue

SPELLS (list of many good cleric spells):

. . 1st: Enlarge Person, Comprehend Languages; Ant Haul, Bless, Command, Comprehend Languages, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Diagnose Disease, Divine Favor, Endure Elements, Fallback Strategy (Torag), Ironbeard (dwarfs only), Liberating Command, Magic Weapon, Murderous Command, Obscuring Mist, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Remove Fear, Remove Sickness, Sanctuary, Shield of Faith (DC 17)
. . 0 (at will): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Stabilize, Vigor, Virtue

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STATISTICS
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Str 17, Dex 14, Con 15, Int 14, Wis 12, Cha 5
BAB +1; CMB +4; CMD 16
AC Calc 6 Armor, 2 Shield, 2 Dex, 1 Natural, 1 Trait
HP Calc 1) 10, 2-3) -, Con 2, FCB 1
Save Calc Base +2/+0/+0, Ability +2/+2/+1 , Cloak all +1
Feats Dwarf Blooded, Elemental Strike
Traits Defender of the Society (Combat), Observant (Faction)
Languages Common, Terran, Dwarven
Favored Class Fighter 1) Hitpoint

SKILLS:

[dice=Acrobatics - ACP]1d20+2-5[/dice] (ACP is only 2 when jumping)
[dice=Appraise]1d20+2[/dice]
[dice=Bluff]1d20-3[/dice]
[dice=Climb - ACP]1d20+7-2[/dice] <1 rank>
[dice=Craft: Anything]1d20+2[/dice]
[dice=Diplomacy]1d20-3[/dice]
[dice=Disguise]1d20-3[/dice]
[dice=Escape Artist - ACP]1d20+2-5[/dice]
[dice=Fly - ACP]1d20+2-5[/dice]
[dice=Handle Animal t]1d20-3[/dice]
[dice=Heal]1d20+1[/dice]
[dice=Intimidate]1d20-3[/dice]
[dice=Knowledge: Dungeoneering t]1d20+6[/dice] <1 rank>
[dice=Knowledge: Engineering t]1d20+2[/dice]
[dice=Perception]1d20+6[/dice] <1 rank>
[dice=Perform: Any]1d20-3[/dice]
[dice=Ride - ACP]1d20+2-5[/dice]
[dice=Sense Motive]1d20+1[/dice]
[dice=Stealth - ACP]1d20+2-5[/dice]
[dice=Survival]1d20+1[/dice]
[dice=Swim - ACP]1d20+7-5[/dice] <1 rank>
[dice=UMD]NA[/dice]

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EQUIPMENT AND GOLD
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On person
*Combat Gear Longbow (2PP, 1.5lb); 1x Arrows (20) (1g, 3lb); Cold Iron Dagger (4g, 1lb); Longsword (15g, 4lb); Spiked Gauntlet (5g, 1lb); Club (0g, 3lb); MW Agile Breastplate (550g, 25lb); Heavy Steel Shield (20g, 15lb)
; Cloak of Resistance +1 (1000g, 1lb) - 53.5
*Other Gear Backpack (2g, 4lb); Explorer's Outfit (0g, 8lb) - 12
*Adventuring Gear (in Backpack) Bedroll (1s, 5lb); 2x Waterskin (1g, 4lb); 2x Trail Rations (5s, 1lb) - 15
*Alchemical/Magic Gear (in Backpack) 2x Acid (10g, 1lb); 2x Alchemist's fire (20g, 1lb); 2x Antitoxin (50g, 0lb); 1x Potion of CLW (50g, 0lb); Wand of CLW (50/50); Wand of Endure Elements (50/50); Wand of Infernal Healing (50/50); Wand of Comprehend Languages (50/50); Wand of Longstrider (50/50) - 0
Left at Lodge 2x Trail Rations (5s, 1lb); Arrows (20)
Starting GP 150 - ? (shopping) = ? (start of chronicle #1) + 513 = ? - 550 (shopping) = ?
Weight Carried 80.5 lbs
Carrying Capacity Light (58 lb), Medium (116 lb), Heavy (175 lb), LoH (175 lb), Lift (350 lb), Drag/Push (875 lb)

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APPEARANCE
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Height 6'6"
Weight 152 lb
Age 18
Eye Color grey
Hair Color bald
Skin Tone Pale grey
Region of Origin ??
Deity ??
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SPECIAL ABILITIES
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Class Features: Fighter:

Weapon and Armor Proficiency A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats."
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex) Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Weapon Training (Ex) Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.


Class Features: Fighter (Mutation Warrior):

Mutagen (Su) At 3rd level, a mutation warrior discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. This ability functions as the alchemist’s mutagen ability (Advanced Player’s Guide 28), using his fighter level as his alchemist level. This ability replaces armor training 1.
Mutagen Discovery (Su) At 7th level and every 4 levels thereafter, the mutation warrior can choose one of the following alchemist discoveries (Advanced Player’s Guide 28) to augment his abilities: feral mutagen, grand mutagen, greater mutagen, infuse mutagen, nauseating flesh, preserve organs, rag doll mutagen, spontaneous healing, tentacle, vestigial arm, wings. The mutagen warrior uses his fighter level as his effective alchemist level for the purpose of these discoveries. This ability replaces armor training 2, 3, 4, and armor mastery.


Class Features: Cleric:

Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Spells A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Channel Energy (Su) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Domains A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.
- Ferocity (Strength) Domain: In strength and brawn there is truth—your faith gives you incredible might and power.
Ferocious Strike (Su) Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
===> 4/day
- Travel Domain: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su) As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
===> 4/day
Orisons Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).
Chaotic, Evil, Good, and Lawful Spells A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Bonus Languages A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Class Features: Cleric (Foundation of Faith):

Bastion (Ex) A foundation of faith is an unbreakable obstacle, unmoved by threats and violence alike. At 1st level, the foundation of faith adds her Constitution bonus to her CMD and to the DC of attempts to use the Intimidate skill against her.

Faction Rewards: none so far

Feats:

Dwarf Blooded Prerequisites: Oread.
Your dwarven heritage manifests in two ways. First, your speed is never modified by armor or encumbrance, as the dwarf slow and steady racial trait. Second, you gain the stonecunning dwarf racial trait.
Elemental Strike Prerequisites: Ifrit, oread, sylph, or undine.
As a swift action, you can imbue your weapons with elemental energy. For 1 round, your weapons deal an additional 1 point of energy damage. The type of energy damage depends on your race: acid for oread, electricity for sylph, fire for ifrit, or cold for undine. For every 5 levels you possess, this bonus increases by 1, to a maximum of +5 at 20th level.
Step Up Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.


Traits:

Defender of the Society (Combat) Your time spent studying the greatest warriors of the Society taught you new defensive skills while wearing armor. You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.
Observant (Faction) Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.

Racial Traits:

+2 Strength, +2 Wisdom, –2 Charisma Oreads are strong, solid, stable, and stoic.
Native Outsider Oreads are outsiders with the native subtype.
Medium Oreads are Medium creatures and have no bonuses or penalties due to their size.
Slow Speed Oreads have a base speed of 20 feet.
Darkvision Oreads can see in the dark up to 60 feet.
Spell-Like Ability Oreads can use magic stone 1/day as spell-like ability (with a caster level equal to the oread’s character level).
Languages Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores can choose from the following languages: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Undercommon and Terran
Stonecunning (gained from the feat Dwarf Blooded)
Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.

Alternative Racial Traits:

Stone in the Blood Oreads with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they are subject to acid damage (the acid damage does not need to overcome the oread’s resistances or immunities to activate this ability). The oread can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces earth affinity.
Source: Advanced Race Guide pg. 145
Granite Skin Rocky growths cover the skin of oreads with this racial trait. They gain a +1 racial bonus to natural armor. This racial trait replaces energy resistance.
Source: Advanced Race Guide pg. 144
Mostly Human A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.
Source: Inner Sea Races pg. 215

Botting Preferences:

Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character.

Non-Combat
*Newt has ranks in the following skills: Climb, Handle Animal, Intimidate, Knowledge(Dungeoneering), Knowledge(Engineering), Perception, and Swim
*to be done
Skill Checks are all preformatted in the Skills section

Combat
*Use swift action to activate Elemental Strike, then charge an enemy (if possible)
*If already in melee: Use swift action to activate Elemental Strike, then full attack. Whenever an adjacent foe attempts to take a 5-foot step away, use Step Up to make a 5-foot step as an immediate action to be adjacent again.
Combat Rolls should mostly be preformatted in the Offense section.


PFS Boons:

Placeholder: Placeholder.

Scenario List:

1) #04-19 The Night March Of Kalkamedes: 1 XP, 2 PP, 513 gold (GM credit)

Total XP: 1
Total Fame: 2 (0 gold cap / next level at Fame 5: 500 gold)
Current Prestige: 0 + 2 earned(chronicle #1) - 2 for shopping = 0


Chronicle Info:

Player: Chris N. aka kaervek78
Character Name: Newt Lopo
PFS #: 331079-9
Faction: Grand Lodge
Day Job: none
Normal Progression

Test:

"Newt Lopo."
Newt is a stoic oread fighter who looks like an ugly statue.

Plan:
Fighter (Mutation Warrior) 1/Cleric (Foundation of Faith) 1/Fighter (Mutation Warrior) x
1 L1: Dwarf Blooded
1 F1: Elemental Strike (rebuild at Level 2 into Combat Reflexes)
2 C1: Spells, Orisons, Domains (Travel, Ferocity) of Cayden Cailean, Bastion (Foundation of Faith)
3 F2: Step Up, Bravery 1
3 L3: Following Steps
4 F3: Mutagen
5 F4: Combat Expertise
5 L5: Power Attack
6 F5: Weapon Training 1
7 F6: Step Up And Strike, Bravery 2
7 L7: Improved Trip
8 F7: Discovery: Wings
9 F8: Disruptive
9 L9: Extra Discovery: Spontaneous Healing
10 F9: Weapon Training 2
11 F10: Spellbreaker, Bravery 3
11 L11: Teleport Tactician
12 F11: Discovery: Preserve Organs
13 F12: Greater Trip
14 F13: Extra Discovery: Greater Mutagen
15 F14: Furious Focus
15 L15: ?
16 F15: Discovery: Preserve Organs

Old Plan:
L1: Dwarf Blooded
F1: Elemental Strike (retrain at Level 4 into Improved Trip)
F2: Step Up, Bravery 1
L3: Following Steps, Mutagen
F4: Combat Expertise, Improved Trip (retrained Elemental Strike)
L5: Combat Reflexes, Weapon Training 1
F6: Step Up And Strike, Bravery 2
L7: Discovery: Wings, Greater Trip
F8: Disruptive
L9: Extra Discovery: Spontaneous Healing
F9: Weapon Training 2
F10: Spellbreaker, Bravery 3
L11: Discovery: Preserve Organs, Teleport Tactician
F12: Power Attack ?
L13: Extra Discovery: Greater Mutagen
F14: Furious Focus ?
L15: Discovery: Preserve Organs, ?