Half-Orc Warrior

Oloch of Gorum's page

162 posts. Alias of The.Dragon.Reborn.


Full Name

Oloch

Race

  • HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)

  • Classes/Levels

  • HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)[/list][/spoiler]

  • Gender

    [spoiler=Stats][list]

  • HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)

  • About Oloch of Gorum

    Half-orc warpriest of Gorum
    CN Medium humanoid (human, orc)

    A quiet, brooding warrior with a disturbing love of violence, Oloch is scornful of those who pick on weaker opponents,
    but nonetheless takes it as a given that might makes right.

    Oloch has no memory of a time before pain -- pain suffered, and pain inflicted. A half-orc of the
    Haskodar tribe in Blisterwell, Oloch was constantly forced to fight for survival against larger, stronger tribunates.
    "Every fight is a fight to the death"

    PreGen 1:

    Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
    Init +3; Senses darkvision 60 ft.; Perception +3
    HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 |
    --------------------
    Defense
    --------------------
    AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
    hp 13 (1d8+5)
    Fort +3, Ref +1, Will +4
    Defensive Abilities orc ferocity

    --------------------
    Offense
    --------------------
    Speed 30 ft. (20 ft. in armor)
    Melee gauntlet (from armor) +4 (1d3+4) or
    . . greatsword +5 (2d6+6/19-20) or
    . . unarmed strike +4 (1d3+4 nonlethal)
    . . +1 to hit against foes he has damaged in the last 24 hours
    Ranged sling +1 (1d4+4)
    Special Attacks blessings 3/day, sacred weapon (1d6, 0)
    Warpriest Spells Prepared (CL 1st; concentration +3)
    . . 1st—bless, shield of faith
    . . 0 (at will)—create water, detect magic, guidance

    --------------------
    Statistics
    --------------------
    Str 18, Dex 12, Con 13, Int 10, Wis 14, Cha 10
    Base Atk +0; CMB +4; CMD 15
    Feats Toughness, Weapon Focus (greatsword)
    Traits reactionary
    Skills Acrobatics -4 (-8 to jump), Intimidate +6, Perception +3, Survival +6;
    Racial Modifiers +2 Intimidate
    Languages Common, Orc
    SQ aura (faint chaos), bestial, blessings (glory: demoralizing glory, glorious presence, war: battle lust, war mind), orc blood, sacred weapon, spontaneous casting (positive)
    Combat Gear scroll of cure light wounds, acid;
    Other Gear four-mirror, greatsword, sling, sling bullets (10), backpack, iron holy symbol of Gorum, spell component pouch, waterskin,
    6 gp 9 sp

    --------------------
    Tracked Resources
    --------------------
    Acid - 0/1
    Blessings (3/day) (Su) - 0/3
    Orc Ferocity (1/day) - 0/1
    Sling bullets - 0/10

    --------------------
    Special Abilities
    --------------------
    Aura Oloch’s chaotic aura is faint when using detect chaos.
    Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    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.
    Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
    Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
    Power Attack Oloch can take a –1 penalty to hit with his greatsword to deal +3 damage.
    Sacred Weapon (Su) Oloch can do 1d6 damage with his greatsword.
    Spontaneous Casting (Positive) Oloch can swap any of his 1st-level spells for cure light wounds on the fly.
    War Mind Oloch can touch an ally as a standard action. 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.

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    Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

    PreGen 4:

    Warpriest 4 | +1 greatsword +9 (2d6+7/19-20)
    Init +3; Senses darkvision 60 ft.; Perception +3
    HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 |

    --------------------
    Defense
    --------------------
    AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
    hp 36 (4d8+13)
    Fort +6, Ref +2, Will +6
    Defensive Abilities orc ferocity

    --------------------
    Offense
    --------------------
    Speed 30 ft. (20 ft. in armor)
    Melee +1 greatsword +9 (2d6+7/19-20) or
    . . armor spikes +7 (1d6+4) or
    . . gauntlet (from armor) +7 (1d3+4) or
    . . unarmed strike +7 (1d3+4 nonlethal)
    Ranged mwk composite longbow +5 (1d8/×3)
    Special Attacks blessings 5/day, channel positive energy 2/day (DC 14, 2d6), fervor 4/day (1d6), sacred weapon (+1 1d6, 4 rounds/day)
    Warpriest Spells Prepared (CL 4th; concentration +6)
    . . 2nd—bull's strength, weapon of awe[APG] (DC 14)
    . . 1st—bless, divine favor, remove fear, shield of faith
    . . 0 (at will)—create water, detect magic, guidance, stabilize

    --------------------
    Statistics
    --------------------
    Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 10
    Base Atk +3; CMB +7; CMD 18
    Feats Furious Focus[APG], Power Attack, Toughness, Weapon Focus (greatsword)
    Traits reactionary, finish the fight
    Skills Acrobatics -4 (-8 to jump), Climb +3, Heal +6, Intimidate +6, Knowledge (religion) +4, Perception +3, Sense Motive +6, Spellcraft +4, Survival +6, Swim +3; Racial Modifiers +2 Intimidate
    Languages Common, Orc
    SQ blessings (glory: demoralizing glory, glorious presence, war: battle lust, war mind), orc blood
    Combat Gear wand of cure light wounds (6 charges), acid, alchemist's fire; Other Gear spiked full plate, +1 greatsword, arrows (20), mwk composite longbow, backpack, iron holy symbol of Gorum, spell component pouch, waterskin,
    17 gp

    --------------------
    Tracked Resources
    --------------------
    Acid - 0/1
    Action Points - 0/7
    Alchemist's fire - 0/1
    Arrows - 0/20
    Blessings (5/day) (Su) - 0/5
    Fervor (1d6, 4/day) (Su) - 0/4
    Orc Ferocity (1/day) - 0/1
    Sacred Weapon +1 (4 rounds/day) (Su) - 0/4
    Warpriest Channel Positive Energy 2d6 (2/day, DC 14) (Su) - 0/2

    --------------------
    Special Abilities
    --------------------
    Aura Oloch’s chaotic aura is faint when using detect chaos.
    Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
    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 1d6 damage. Undead can make a DC 14 Will save for half.
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Fervor Oloch can heal himself for 1d6 damage as a swift action. As a standard action, he can heal a touched ally for 1d6 damage or harm an undead for 1d6 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.
    Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
    Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
    Power Attack Oloch can take a –1 penalty to hit with his greatsword to deal +3 damage.
    Sacred Weapon (Su) If he wants, Oloch can do 1d6 damage with his greatsword. He can also spend a swift action to increase his greatsword to +2 or to add defending, flaming, frost, keen, shock, or vicious to it. He can add these extra abilities for up to 4 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.
    Spontaneous Casting (Positive) Oloch can swap any of his 1st-level spells for cure light wounds on the fly.
    War Mind Oloch can touch an ally as a standard action. 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.

    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
    Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

    PreGen 7:

    Warpriest of Gorum 7 | Greatsword +13; 2d6+11 (19-20/x2)
    Init +3; Senses darkvision 60 ft.; Perception +5
    HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 |

    --------------------
    Defense
    --------------------
    AC 21, touch 11, flat-footed 20 (+10 armor, +1 dexterity)
    hp 60 (7d8+22)
    Fort +8, Ref +4, Will +9
    Defensive Abilities orc ferocity

    --------------------
    Offense
    --------------------
    Speed 30 ft. (20 ft. in armor)
    Melee +2 greatsword +13 (2d6+11/19-20) or
    . . gauntlet (from armor) +10 (1d3+5) or
    . . unarmed strike +10 (1d3+5 nonlethal)
    Ranged mwk composite longbow +7 (1d8+5/×3)
    Special Attacks channel positive energy 3/day (DC 16, 2d6)
    Warpriest Spells Prepared (CL 7th; concentration +10)
    . . 3rd—daylight, deadly juggernaut[UC]
    . . 2nd—grace[APG], resist energy, silence (DC 15), weapon of awe[APG] (DC 15)
    . . 1st—bless, divine favor, liberating command[UC], 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 Focus[APG], Intimidating Prowess, Power Attack, Shatter Defenses, Toughness, Weapon Focus (greatsword), Weapon Specialization (greatsword)
    Traits reactionary, finish the fight[BOG]
    Skills Heal +6, Intimidate +17, Knowledge (religion) +4, Perception +5, Sense Motive +7, Spellcraft +4, Survival +7, Swim +4;
    Racial Modifiers +2 Intimidate
    Languages Common, Orc
    SQ blessing (glory blessing, war blessing), blessings, fervor 2d6, glorious presence, orc blood, sacred armor +1, sacred weapon +1, war mind
    Combat Gear pearl of power (1st level), scroll of air walk, effortless armor, invisibility purge, wand of cure light wounds (CL 7th, 10 charges), acid, alchemist's fire;
    Other Gear spiked full plate, +2 greatsword, mwk composite longbow, belt of giant strength +2, cloak of resistance +1, headband of inspired wisdom +2, backpack, iron holy symbol (Gorum), spell component pouch, waterskin, 62 gp

    --------------------
    Tracked Resources
    --------------------
    Acid - 0/1
    Alchemist's fire - 0/1
    Blessings (6/day) (Su) - 0/6
    Fervor 2d6 (6/day) (Su) - 0/6
    Orc Ferocity (1/day) - 0/1
    Pearl of power (1st level, 1/day) - 0/1
    Sacred Armor +1 (7 minutes/day) (Su) - 0/7
    Sacred Weapon +1 (7 rounds/day) (Su) - 0/7
    Warpriest Channel Positive Energy 2d6 (3/day, DC 16) (Su) - 0/3

    --------------------
    Special Abilities
    --------------------
    Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.
    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.
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Dazzling Display (Greatsword) Intimidate check to demoralize can affect those within 30' who see you.
    Fervor 2d6 (6/day) (Su) 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 If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
    Glorious Presence (DC 16) (Su) Touched ally gains sanctuary effect that only breaks for attacked foe, for 1 min.
    Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
    Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
    Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
    Sacred Armor +1 (7 minutes/day) (Su) 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 +1 (7 rounds/day) (Su) 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.
    Scroll of air walk, effortless armor, effortless armor, invisibility purge Add this item to create a scroll with spells on it.
    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 (Su) Touched ally can choose one each rd: +10 speed, +1 AC, +1 att, +1 save.
    Warpriest Channel Positive Energy 2d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
    Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.