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"
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Special Abilities
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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.
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.
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Special Abilities
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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.
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Special Abilities
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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.