Lieutentant Pavo Voc

Olegaro's page

418 posts. Organized Play character for Brenael.


Race

Max HP 56 | AC 21 (23 w/shield) |F** +10 R** +9 W** +9 | Perc** +9 | Stealth -1 |

Classes/Levels

Icons: ◆◇↺ | speed 25 | Exploration Activity: Defend | Conditions: none

Gender

male human fighter 4 |

About Olegaro

Olegaro hails from Absalom. He spent many years working in the Swords and Flute, a tavern and performance venue in the Foreign Quarter run by three former pathfinders. As a result, his enrollment in the Pathfinder swords school was no surprise to anyone who knew him, although his choice of a flail over his mentors' greatswords was regarded as a bit flashy and rebellious.

Appearance
Olegaro is a tall human man. His gear is clean, practical and well kept, from his dark brown leather boots, to his chain armour, the glistening flail at his belt and the hefty shield embossed with the Glyph of the Open Road that is fixed to his back. He flashes a friendly smile as he greets you.

Statblock:

Olegaro (he/him)
Human fighter 4
Medium, Human, Humanoid
Heritage Versatile Heritage
Background barkeep
Deity Gorum
Perception +9
Languages Common
Skills Acrobatics* +7, Athletics** +13, Diplomacy* +7, Intimidation* +7, Alcohol Lore* +6, Pathfinder Society Lore* +6, Medicine** +9
Str 18 (+4), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 12 (+1)
Items Worn Chain Mail, Backpack, Healer's Tools, Sling, Sling Bullets (20), minor healing potion, lesser antidote, crowbar, climbing kit, Steel Shield (Hardness 5, HP 20, BT 10), Flail, +1 Striking Longsword, Radiant Wayfinder, aeon stone (pearly white spindle), lifting belt, doubling rings
Items in Backpack Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Candle, Grappling Hook, lesser anitplague, money (0gp 2sp 8cp)

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AC 21 (23 with shield raised); Fort +10**; Ref +9**; Will +9** Bravery
HP 56
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Speed 25 feet
Melee ◆ Flail +12 (Disarm, Sweep, Trip) , Damage 1d6+4 B
Melee ◆ +1 Striking Longsword +13 (Versatile P) , Damage 2d8+4 S
Melee ◆ Dagger +12 (Agile, Finesse, Versatile S) , Damage 1d4+4 B
Melee ◆ Fist +12 (Agile, Finesse, Nonlethal, Unarmed) , Damage 1d4+4 B
Melee ◆ +1 Striking Shield Boss +13, Damage 2d6+4 B
Ranged ◆ Sling +9 (Propulsive), Damage 1d6+2 B

Sudden Charge ◆◆ With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Shield Block ↺ Trigger: While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Reactive Strike ↺ Trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

Battle Medicine ◆ You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
Robust Recovery You learned folk medicine to help recover from diseases and poison, and using it diligently has made you especially resilient. When you Treat a Disease or a Poison, or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4, and if the result of the patient’s saving throw is a success, the patient gets a critical success.

Doctor's Visitation ◆ (Flourish) You move to provide immediate care to those who need it. Stride, then use one of the following: Battle Medicine or Treat Poison. You can spend a second action to instead Stride and then Administer First Aid or Treat a Condition (if you have it).

Treat Condition ◆◆ (Healing, Manipulate, Skill) You treat an adjacent creature in an attempt to reduce the clumsy, enfeebled, or sickened condition. If a creature has multiple conditions from this list, choose one. Attempt a counteract check against the condition, using your Medicine modifier as your counteract modifier and the condition's source to determine the DC. You can't treat a condition that came from an artifact or effect above 20th level unless you have Legendary Medic; even if you do, the counteract DC increases by 10. Treating a Condition that is continually applied under certain circumstances (for instance, the enfeebled condition a good character gains from carrying an unholy weapon) has no effect as long as the circumstances continue. Critical Success Reduce the condition value by 2. Success Reduce the condition value by 1. Critical Failure Increase the condition value by 1.

Exacting Strike ◆ You make a controlled attack, fully accounting for your momentum. Make a Strike. The Strike gains the following failure effect. Failure This attack does not count toward your multiple attack penalty.

Ancestry Feats Versatile heritage (Battle Medicine), Natural Ambition (Exacting Strike)
Skill Feats Hobnobber, Assurance (Medicine 18), Treat Condition
Class Feats Sudden charge, Medic dedication
General Feats Robust Recovery
Other Abilities shield block

Boons:

- Protective Mentor (Radiant Oath)
- Practiced Medic (Radiant Oath) [not yet charged]
- Radiant Wayfinder (Radiant Oath) - Cast Faerie Fire 1/day

Hireling - Rogue street kid:

Boons: Hireling, Expert Hireling
Skills: Thievery** +8, Games Lore** +8
Feats: None

Botting Instructions:

Olegaro will:
- Stick close to the group
- Put himself between the bad guys and the group
- Try to cover lines of approach to the casters (for RS)
- Leave a boomerang line clear for Hanu at the start of the encounter
- Shield block big hits or small ones where a later big attack is unlikely

Typical actions:
◆ Stride
◆ Strike [dice=melee to hit]1d20+13[/dice] with his +1 striking longsword for [dice]2d8+4[/dice] slashing damage
◆ Raise shield - Steel Shield (Hardness 5, HP 20, BT 10) +2 to AC
--
◆ Strike [dice=melee to hit]1d20+13[/dice] with his +1 striking longsword for [dice]2d8+4[/dice] slashing damage
◆ Exacting Strike [dice=melee to hit,MAP]1d20+13-5[/dice] with his +1 striking longsword for [dice]2d8+4[/dice] slashing damage
◆ Raise shield - Steel Shield (Hardness 5, HP 20, BT 10) +2 to AC
--

[spoiler=↺ Reactive Strike] [dice=melee to hit]1d20+13[/dice] with his +1 striking longsword for [dice]2d8+4[/dice] slashing damage[/spoiler ]
↺ Shield Block with the steel shield to reduce damage by 5 and then Olegaro and the shield both take the remaining damage.

--
[dice=Acrobatics(T)]d20+7[/dice]
[dice=Arcana(U)]d20+0[/dice]
[dice=Athletics(E)]d20+12[/dice]
[dice=Crafting(U)]d20+0[/dice]
[dice=Deception(U)]d20+1[/dice]
[dice=Diplomacy(T)]d20+7[/dice]
[dice=Intimidation(T)]d20+7[/dice]
[dice=Medicine(E)]d20+9[/dice]
[dice=Nature(U)]d20+1[/dice]
[dice=Occultism(U)]d20+0[/dice]
[dice=Performance(U)]d20+1[/dice]
[dice=Religion(U)]d20+1[/dice]
[dice=Society(U)]d20+0[/dice]
[dice=Stealth(U)]d20-1[/dice]
[dice=Survival(U)]d20-1[/dice]
[dice=Thievery(U)]d20-1[/dice]

[dice=Alcohol Lore(T)]d20+6[/dice]
[dice=Pathfinder Society Lore(T)]d20+6[/dice]

[dice=Fortitude DC x]d20+10[/dice]
[dice=Reflex DC x]d20+9[/dice]
[dice=Will DC x]d20+9[/dice]