Ambusher

Obad'of's page

137 posts. Organized Play character for Chris Marsh.


Full Name

Obad'of, Initiate of the First Circle of the Storm Order

Race

| HP 52/52 AC: 19, Shield: +2 Hardness: 3, BT: 6, HP: 12/12| F: +10 (+1 v. Poison), R: +7, W: +12 | Resist Poison 2 | Perc: +12 (E)

Classes/Levels

Class Abilities:
  • Focus Pool: 2/2
  • Default Exploration: Defense

    Gender

    Male, TN, Wetlander Lizardfolk, Initiate of the First Circle

    Size

    Medium

    Alignment

    True Neutral

    Languages

    Druidic, Iruxi, Taldane

    Occupation

    Herbalist

    Strength 14
    Dexterity 12
    Constitution 14
    Intelligence 10
    Wisdom 18
    Charisma 10

    About Obad'of

    Name: Obad'of (Agent #1824-2011)
    Ancestry (Heritage) and Background: Lizardfolk (Wetlander), Herbalist
    Level: 4, XP: 0/12
    Alignment: True Neutral
    Age: (Born 4877) Gender: Male
    Animal Companion: Semuanya

    Background:

    an herbalist and Aspirant of the Storm Order spent some time guiding a Pathfinder party. His curiosity was piqued after listening to their campfire tails of biomes far different than the Hool Marsh. He left for Absalom after reaching the age of majority.

    TRIBE

    Physical Description:

    Obad'of stands tall, easily 2 hands past 6 feat. His body's scales are a consistent and muted sage, the ridges on his back slide into a green so dark that they're essentially black in all but the brightest light. His belly scales are the only hint of brightness, a chartreuse shade common in his line. His chosen profession, coupled with his natural musk are a melange of peat and pine. It's not unpleasant, but it stands out when in the trappings of civilized lands.

    --------------------------
    Pathfinder Society Training
    --------------------------

    Generalist:

  • Lore (Scouting)
  • Feat Unlocked at 5th Level

    --------------------------
    Senses
    --------------------------
    Perception: +12 (E)
    Senses:

    --------------------------
    DEFENSE
    --------------------------
    AC: 19 TAC:
    Fortitude: +10* Reflex: +6 Will: +12
    *Poison Resistance
    Shield: +1, Hardness: 3, BT: 6 , Current HP: 12/12
    Special:

    Defense Proficiencies:

    FORT: Expert
    REF: Trained
    WILL: Expert
    Unarmored: Trained
    Light Armor: Trained
    Medium Armor: Trained
    Heavy Armor: Untrained

    --------------------------
    OFFENSE
    --------------------------
    Speed: 25', Swim 15', Marsh Runner
    Melee:

  • +9 Claws (2d6+2), (Agile, Finesse, Versatile S/P)
  • +8 Club (1d6+2), (Ranged 10', B)

    Ranged:

  • +7 Sling (1d6+1), (Ranged 50', Propulsive, B) AMMO: 20
  • +7 Javelin (1d6+2), (Ranged 30', Thrown, P) QTY: 3

    Offense Proficiencies:

    Unarmed Strikes: Trained
    Simple Weapons: Trained
    Martial Weapons: Untrained
    Spell Attacks: Untrained
    Special Proficiencies:

    --------------------------
    REACTIONS
    --------------------------
    Shield Block

    --------------------------
    Spells (Primal)
    --------------------------

  • Spell Attacks +10 (T)
  • Spell DC 20 (T)

    Default Preparation

    Level 2:

  • Acid Arrow
  • Flaming Sphere
  • Web

    Level 1:

  • Heal
  • Grease
  • Magic Fang

    Orison (Level 1):

  • Dancing Lights
  • Produce Flame
  • Read Aura
  • Stabilize
  • Tanglefoot

    --------------------------
    Class Abilities & Focus Spells (Storm Order)
    --------------------------

  • Class DC: 20
    Focus Spells: Heightened Level: 2
  • Tempest Surge

    Anathema:

  • Using metal armor and shields
  • Defiling nature
  • Teaching Druidic

    --------------------------
    Skills
    --------------------------
    Skill: +Mod (Proficiency)
    Acrobatics: +7 (T)
    - Marsh Runner
    Arcana: +0 ()
    Athletics: +8 (T)
    - Underwater Maurauder
    Crafting: +0 ()
    Deception: +0 ()
    Diplomacy: +0 (Wild Empathy)
    Intimidation: +0 ()
    Lore (Herbalism): +6 (T)
    Lore (Scouting): +6 (T)
    Lore (Swamp): +6 (T)
    Medicine: +4 ()
    Nature: +12 (E)
    - Natural Medicine
    - Creighton's Cognitive Crossover (Occultism)
    Occultism: +0 ()
    - Creighton's Cognitive Crossover (Nature)
    Performance: +0 ()
    Religion: +5 ()
    Society: +0 ()
    Stealth: +1 ()
    Survival: +10 (T)
    Thievery: +1 ()

    --------------------------
    FEATS
    --------------------------

  • Druid 1 (Ancestry) Marsh Runner
  • Druid 1 (Background) Natural Medicine
  • Druid 1 (Heritage) Razor Claw
  • Druid 1 (Storm Order)Storm Born Class (Storm Order)
  • Druid 1 (Class)Shield Block
  • Druid 2 (Class) Poison Resistance
  • Druid 2 (Skill) Underwater Marauder
  • Druid 3 (General) Toughness
  • Druid 4 (Class) Order Explorer (Animal)
  • Druid 4 (Order Explorer) Animal Companion (Dromaeosaur)
  • Druid 4 (Skill) Creighton's Cognitive Crossover (Nature, Occult)

    EQUIPMENT:

    Bulk: 4, L (Encumbered: x, Maximum: xx )
    Invested: 1/10
    Money: 5.98 Gp

    Weapons: 1, 3L

  • Striking Handwraps of Mighty Blows +1
  • Club (1)
  • Javelin (L)
  • Javelin (L)
  • Javelin (L)
  • Sling (-)
  • Sling stones x9 (L)
  • Sling stones x10 (L)

    Armor: 3

  • Hide Armor (2)
  • Wooden Shield (1)
    Misc. Worn: L

    Backpack: (Bulk: 2/2 Free: 2, L /4)

  • Bedroll (L)
  • Rope, 50' (L)
  • Week of Rations (L)
  • Week of Rations (L)
  • Soap (-)
  • Torch x5 (L each)
  • Waterkin (L)
  • Healer's Tools (1)

    Belt Pouch (Left): (Bulk: 0/4L)

  • Chalk x10 (-)

    Belt Pouch (Right): (Bulk: 0/4L)

  • Flint and Steel (-)

    Bandolier (Right Shoulder): (Bulk: 0/8L)

  • Holly & Mistletoe (-)