Oloch

Oloch-PT's page

No posts. Alias of Douglas MacIntyre.


Full Name

Oloch

Race

| HP 53/53 | AC 15, TAC 12| F +7 R +7 W +10 | Per +9, SM +3

Classes/Levels

| Speed 30 ft | Spells 1/2/3 lvl - 3/3/2

Gender

203614-1501 | Male CN Warrior Half-Orc | Warcleric of Gorrum (Fighter) 5

Size

M

Age

M

Alignment

CN

Deity

Gorrum

Occupation

Warrior

Strength 18
Dexterity 12
Constitution 12
Intelligence 10
Wisdom 18
Charisma 16

About Oloch-PT

Oloch Warpriest of Gorrum - Male Half-Orc Cleric 1
Chaotic,Human, Orc, Neutral, Humanoid - Perception +9, Low light vision, Speed 20 feet
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HP 53 = 8(human)+(8+1)*5 (Cleric plus CON)
Spell Points 6 2, Hero Points 1 0
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Str 18 (+4); Dex 12 (+1); Con 12 (+1); Int 10 (+0); Wis 18 (+4); Cha 16 (+3)
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AC 20, TAC 17, Fort +7, Ref +7, Will +10
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Melee Great Sword (+1) +10 (2d12+4 Versatile P (crit))
Melee greataxe +9 (1d12+4 Sweep (crit) )
Melee orc knuckle dagger +9 (1d6+4 Agile, disarm, orc)
Shield (spell) +1 AC hardness 4, 10 minutes after block
Shield (heavy metal) +2 AC Bonus, +2 TAC Bonus -1 CP, hardness 5
Ranged javalin +6 (1d6+4 range 30 ft, dart, thrown)
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Spells - Cleric Spellcasting Known (CL 5th)
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0 (at will) — Guidance, Stabilize, Light, Shield, Detect Magic
1st (3/day) — Bless, True Strike, Fear
2nd (3/day) — ENLARGE PERSON, RESTORATION, RESIST ENERGY
3rd (2/day) — SUMMON MONSTER 3, Heroism

(access to 1st: true strike, 2nd:enlarge)

Powers:

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Powers
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1 - WEAPON SURGE
2 - PREPARE FOR BATTLE

3 3 - HEAL USAGES
*S - 5D8+4 Touch target
*SV - 5D8+4 30ft Target
*MSV - 2D8+4 30ft all

Skills:

Skills
4 T Acrobatics*
0 - Arcana
7 T Athletics*
0 - Crafting
3 - Deception
8 T Diplomacy
8 T Intimidation
5 T Lore (warfare)
10 E (12) Medicine (+2 tool)
1 - Nature
1 - Occultism
3 - Performance
9 T Religion
0 - Society
-3 - Stealth* **
9 T Survival
-2 - Thievery*

* Armor check (-2)
** Noisy (-1)


Feat choices:

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Feats
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ANCESTRY FEATS: ORC FEROCITY, ANCESTRAL (ORC WEAPON), ORC WEAPON CARNAGE (crit spec)

CLASS FEATS: FIGHTER DEDICATION, ADVANCED DOMAIN (INIT BOOSTER)

SKILL FEATS: BATTLE MEDIC SKILL, ROBUST RECOVERY SKILL

CLASS ABILITIES: DEITY (GORRUM), positive Channeling, Greatsword, domain(zeal)


Languages:

Languages
Common, Orc

Level item selection:

Levelled gear:
L1 - Healing potion, Healing potion
L2 - Expert healer’s tools (level 2)
L3 - Chain mail (+1), War horse (Aric)
L4 - Great Sword (+1)


Gear:

Other Gear
Silver Religious symbol
200ft of silk rope
cookware
backpack
10 days rations
text of gorrum - Gorumskagat 7 heroic poems
tent
3 waterskins
4 bedrolls
10 chalk
5 sacks
4 mugs
climbing kit
bastard sword
heavy steel shield
greataxe
10 javalins
two orc knuckle daggers
2 ALCHEMIST’S FIRE
1 ACID FLASK
1 LIQUID ICE
1 holy water
2 Antiplagues
2 Antidotes
1 Darkvision Standard Elixir
1.6 GP left

Healing potion - 1d8 healing
Healing potion - 1d8 healing
Expert healer’s tools (level 2) +2 of medicine rolls
Chain mail (+1)
War horse (Aric)
Great Sword (+1)

- - -

BULK: 4, 5L

WORN:
Silver Religious symbol
text of gorrum - Gorumskagat 7 heroic poems
Healing potion - 1d8 healing
Expert healer’s tools (level 2) +2 of medicine rolls
Chain mail (+1)

WEAPONS:
4 javalins
+1 Greatsword

STOWED:
backpack
two orc knuckle daggers
1 ACID FLASK
1 LIQUID ICE
1 holy water
1 ALCHEMIST’S FIRE
1 Antiplagues
1 Antidotes
1 Darkvision Standard Elixir
Healing potion - 1d8 healing

HORSE PACKS:
200ft of silk rope
cookware
6 javalins
bastard sword
heavy steel shield
greataxe
tent
3 waterskins
4 bedrolls
10 chalk
5 sacks
4 mugs
climbing kit
1 ALCHEMIST’S FIRE
1 Antiplagues
1 Antidotes
Healing potion - 1d8 healing
10 days rations

WEALTH: 16 silver, 0 copper


War Horse Aric:

WAR HORSE Aric CREATURE 2
Perception +7; low-light vision, scent
Languages —
Skills +0; Acrobatics +4, Athletics +6
Str +3, Dex +2, Con +4, Int –4, Wis +1, Cha –2 AC 16, TAC 14; Fort +7, Ref +4, Will +3
HP 33
Buck The war horse won’t use this reaction against a creature in control of it, that domesticated it, or that trained it.
Trigger A creature Mounts the war horse or gives it a Command while riding upon it.
Effect The rider must succeed at a DC 17 Acrobatics check to Maintain its Balance or fall off the war horse.
Speed 40 feet
1A - Melee hoof +7, Damage 1d8+3 bludgeoning
2A - Gallop The war horse Strides twice. It’s accelerated 10 during these Strides.


Cantrips:

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SPELLS:
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SHIELD CANTRIP - Casting Verbal Casting
Duration until your next turn or until dismissed
You raise a magical shield of force to protect you.
This counts as using the Raise a Shield action (see the sidebar) to gain a +1 circumstance bonus to AC until the start of your next turn, though it doesn’t require a hand to use. While the spell is in effect, you can also use the Shield Block reaction with your magic shield. The shield has Hardness 4. After you use Shield Block, the spell is dismissed and you can’t cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell’s reaction against the magic missile spell.

GUIDANCE CANTRIP - Casting Somatic Casting, Verbal Casting
Range touch; Targets one creature
Duration until the start of your next turn or until dismissed You ask for divine guidance, granting the target a +1 conditional bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, it’s bolstered.

STABILIZE CANTRIP - Casting Somatic Casting, Verbal Casting
Range 30 feet; Targets one dying creature
The soft glow of positive energy shuts death’s door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.

LIGHT CANTRIP - Casting Somatic Casting, Verbal Casting
Range touch; Targets one unattended, nonmagical object of 1 Bulk or less- Duration 1 day or until dismissed
The object begins to glow with pure light, casting bright light in a 20-foot radius like a torch. If you cast this spell again on another object, the light on the last object you cast it on is dismissed.

DETECT MAGIC CANTRIP - Casting Somatic Casting, Verbal Casting Area 30-foot aura
You send out a magical pulse that registers the presence of magic. You receive no information beyond presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as you and your allies’ magic items and ongoing spells. You detect illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically get detected normally.
Heightened (3rd) You learn the school of magic for the highest level magical effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.


Spells L1:

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TRUE STRIKE SPELL 1 Casting Verbal Casting
Duration until the end of your turn
The next time you make an attack roll before the end of your turn, roll
the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any miss chance due to the target being concealed or sensed.

BLESS SPELL 1 Casting Somatic Casting, Verbal Casting
Area 30-foot aura; Targets you and allies in the aura
Duration concentration, up to 1 minute
Blessings from beyond make your companions potent. They gain a +1 conditional bonus to attack rolls. Bless can dispel bane.

FEAR SPELL 1 Casting Somatic Casting, Verbal Casting
Range 30 feet; Targets one creature Duration varies
You plant fear in the target, with effects based on its Will save.
Success The target is frightened 1.
Critical Success The target is unaffected.
Failure The target is frightened 2.
Critical Failure The target is frightened 3 and fleeing for 1 round.
Heightened (3rd) You can target up to five creatures.

MAGIC WEAPON SPELL 1 Casting Somatic Casting, Verbal Casting
Range touch; Targets one nonmagical weapon that is unattended or that is wielded by you or a willing ally Duration 1 minute
The weapon glimmers with magic and energy. The target becomes a +1 magic weapon, gaining a +1 item bonus to attack rolls and dealing another die of damage on a hit.

HEAL SPELL 1 Casting Somatic Casting or more
Range touch, Range 30 feet, or Area 30-foot aura (see text); Targets one willing living creature or one undead creature
You channel positive energy to heal the living or damage the undead. You restore Hit Points equal to 1d8 plus your spellcasting ability modifier to a willing living target, or deal that amount of positive damage to an undead target. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
Somatic Casting The spell has a range of touch. You must succeed at a melee touch attack to damage an undead target.
Somatic Casting, Verbal Casting The spell has a range of 30 feet and doesn’t require a touch attack when targeting an undead creature. An undead target must attempt a Fortitude save, taking half damage on a success, no damage on a critical success, or double damage on a critical failure.
Material Casting, Somatic Casting, Verbal Casting You disperse positive energy in a 30-foot aura. This has the same effect as the two-action version, but it targets all living and undead creatures in the burst and reduces the amount of healing or damage to your spellcasting ability modifier.
Heightened (+1) The amount of healing or damage increases by 1d8, or by 2d8 if you’re using the 1- or 2-action version to heal the living.


Spells L2:

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ENLARGE SPELL 2 - Casting Somatic Casting, Verbal Casting
Range 30 feet; Targets one willing creature Duration 1 minute
The target grows to size Large. Its equipment grows with it but returns to natural size if removed. The creature is sluggish 1. Its reach increases by 5 feet (or by 10 feet if it started out Tiny) and it gains a +2 conditional bonus to melee damage. This spell has no effect on a Large or larger creature.

RESIST ENERGY SPELL 2 Casting Somatic Casting, Verbal Casting
Range touch; Targets one creature Duration 1 minute
Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose.

RESTORATION SPELL 2 Casting 10 minutes (Somatic, Verbal)
Range touch; Targets one creature
When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one restoration spell each day, and it can’t benefit from restoration more than once to reduce the stage of the same exposure to a given toxin.
• Reduce a Condition Reduce the value of the target’s enfeebled, sluggish, or stupefied condition by 2. You can instead reduce two of the listed conditions by 1 each.
• Lessen a Toxin Reduce the stage of one toxin the target suffers from by one stage. This can’t reduce the stage below stage 1 or cure the affliction.

SEE INVISIBILITY SPELL 2 Casting Somatic Casting, Verbal Casting
Duration 10 minutes
You can see invisible creatures and objects. They appear to you as translucent shapes, and you treat them as if they were concealed.

CREATE FOOD SPELL 2 Casting 10 minutes (Somatic, Verbal) Range 30 feet
You create enough food to feed six Medium creatures for a day; it’s bland and unappealing and leaves the eater unsatisfied. After 1 day, if no one has eaten the food, it decays and becomes inedible. Most Small creatures eat one-fourth as much as a Medium creature (one-sixteenth as much for most Tiny creatures), and most Large creatures eat 10 times as much (100 times as much for Huge creatures and so on).


Spells L3:

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HEROISM SPELL 3 Casting Somatic Casting, Verbal Casting
Range touch; Targets one humanoid creature Duration 10 minutes
You tap the target’s inner heroism, granting it a +1 conditional bonus
to attack rolls, Perception checks, saving throws, and skill checks.

DISPEL MAGIC - SPELL 3 - Abjuration - Casting Somatic Casting, Verbal Casting
Range 120 feet; Targets one spell effect or unattended magic item
Make a dispel attempt against the target.
At least one creature, object, or manifestation of the spell you are trying to dispel must be within range of the spell that you are using to dispel it. Treat this as a counteract check (see below) using the spell’s level as its counteract level and a spell roll for any necessary counteract check.
If you succeed against a spell effect, you dispel it. If you succeed against a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn’t change the item’s quality. If the target is an artifact or similar item, you automatically fail.
Counteract Check
When attempting to counteract a spell effect, compare the spell level of the effect with the dispel magic spell level you are using. If your dispel magic spell level is higher than that of the spell effect to be counteracted, you automatically succeed. If your dispel magic spell level is the same as the effect’s spell level or lower, you must succeed at a check using the spell roll against the DC of the target effect. You take a cumulative –5 penalty to this check for every level by which your dispel magic’s spell level is lower than the target’s. If your dispel magic spell level is 4 or more levels lower than that of the spell effect you are trying to counteract, your attempt automatically fails.

VAMPIRIC TOUCH SPELL 3 Casting Somatic Casting, Verbal Casting
Range touch; Targets one living creature
You deal 4d6 negative damage to the target (double damage on a critical hit). You gain temporary Hit Points equal to the negative damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.

BLINDNESS SPELL 3 Casting Somatic Casting, Verbal Casting
Range 30 feet; Targets one creature
You blind the target. The effect is determined by the target’s Fortitude save. The target is bolstered against all castings of blindness.
Success The target is blinded until its next turn begins.
Critical Success The target is unaffected.
Failure The target is blinded for 1 minute.
Critical Failure The target is blinded permanently.

SUMMON MONSTER SPELL 1+ Casting Material Casting, Somatic Casting,
Verbal Casting Range 30 feet Duration concentration, up to 1 minute or until dismissed
You summon a level 0 creature from the summon monster list. This creature fights for you until the spell ends. The creature gains the summoned trait. The spell automatically ends if the monster’s Hit Points drop to 0. Summoned creatures have 2 actions per turn (which they use when you Concentrate on the Spell) and can’t use reactions. The creature attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it as part of your action to Concentrate on a Spell, but the GM determines the degree to which it follows your commands.
Heightening the spell increases the maximum level of monster you can summon. You can always summon a monster of a lower level than the spell allows.
Heightened (2nd) Level 1.
Heightened (3rd) Level 2.
[spoiler=Summon at 3rd (L2)]
ANIMATED ARMOR CREATURE 2 Perception +2; darkvision Languages —
Skills +1; Athletics +6
Str +3, Dex –3, Con +4, Int –5, Wis –5, Cha –5
AC 18 (14 when broken), TAC 12 (10 when broken); construct
armor; Fort +6, Ref +2, Will +2
HP 20; Hardness 9; Immunities asleep, bleed disease, death effects, enervated, enfeebled, healing, mental, necromancy, nonlethal attacks, paralysis, poison, stun Construct Armor As animated broom.
Speed 20 feet
Melee glaive +8 (deadly 1d8, forceful, reach 10 feet), Damage 1d8+3 slashing
Melee gauntlet +8 (agile, free hand), Damage 1d4+3 bludgeoning

Construct Armor Like other objects, an animated object has Hardness. This Hardness reduces any damage it takes by an amount of damage equal to the Hardness. The construct armor takes damage equal to the attack’s damage, and might become dented or broken. The construct’s AC and TAC might be lower when it’s broken. The construct armor can’t be entirely destroyed since it’s part of the creature’s construction.


Powers:

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POWERS:
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WEAPON SURGE - POWER 1 - Cleric, Evocation, Paladin
Casting Somatic Casting
Your Somatic Casting action for this spell is to hold your weapon aloft and charge it with magical energy, so you can use the Somatic Casting action even if you don’t have a hand free. On your next attack with that weapon before the start of your next turn, increase the item bonus of your weapon by 1 (minimum +1 and maximum +5). This adds an additional die of damage as is normal for magic weapons.

PREPARE FOR BATTLE - POWER 2 - Cleric, Enchantment, Mental, Paladin
Casting 1 minute (Material, Somatic, Verbal)
Range 10 feet; Targets you and one ally - Duration 24 hours
You converse with an ally to stoke her zeal for battle, or sing songs of righteous anger to set up a sympathetic bond. The next time you and that ally roll initiative, you both use the higher of your two initiative rolls. If you roll initiative, if you use this boon again, or if either of you rests, the spell ends.


Feats:

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FEATS
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QUICK REPAIR FEAT 1 General Skill
Prerequisites:trained in Crafting
You take only 1 minute to repair an item, rather than 10 minutes. If you’re a master, it takes 1 round, and if you’re legendary, it takes 1 action.

FIGHTER DEDICATION FEAT 2
Prerequisites: Strength or Dexterity 16
You become trained in simple weapons and martial weapons. If you are trained in medium armor, you become trained in heavy armor; if you are trained in light armor, you become trained in medium armor, and if you are not trained in light armor, you become trained in light armor.
You can use the Attack of Opportunity reaction (see page 87 of the Pathfinder Playtest Rulebook) once per day.
You become trained in your choice of Acrobatics or Athletics; if you
are already trained in both of these skills, you instead become trained
in a skill of your choice.

ORC FEROCITY FEAT 1 - Frequency once per day
Reaction - Trigger:You’re reduced to 0 Hit Points.
Fierceness in battle runs through your blood, and you refuse to fall from your injuries. When this feat is triggered, you avoid being knocked out and remain at 1 Hit Point.

ADVANCED DOMAIN FEAT 4
Prerequisites domain
Your studies or prayers have unlocked the deeper secrets of your deity’s domain. You gain the advanced domain power from one of your domains (as listed on Table 3–10: Domains on pages 72–73).
Increase your Spell Point pool by the number of points this new domain power costs to cast.

NATURAL AMBITION FEAT 1
You were raised to be ambitious and always reach for the stars, causing you to progress quickly in your chosen field. You gain a 1st-level class feat for your class.

ORC WEAPON FAMILIARITY FEAT 1
You favor the brutal weapons of your orc ancestors.
You are trained with the greataxe and falchion.
In addition, you gain access to all uncommon orc weapons. For the purpose of proficiencies, you treat martial orc weapons as simple weapons and exotic orc weapons as martial weapons. For more about weapons, see page 178.

ORC WEAPON CARNAGE FEAT 5
Prerequisites Orc Weapon Familiarity (see below)
You are brutally efficient with the weapons of your orc ancestors.
Whenever you critically hit using a two-handed weapon of the axe or sword group, or with an orc weapon, you apply the weapon’s critical specialization effect.

BATTLE MEDIC FEAT 1
Prerequisites trained in Medicine
You can patch up yourself or an adjacent ally, even if you’re in the middle of combat. In order to do so, you must attempt a DC 20 Medicine check. Regardless of your result, the target is bolstered to your use of Battle Medic.

Success The target regains Hit Points equal to 1d10 plus your Wisdom modifier.
Critical Success As success, but target regains 1d10 additional HP.
Critical Failure The target takes 1d10 damage.

ROBUST RECOVERY FEAT 2
Prerequisites expert in Medicine
Your physiology is especially strong against diseases and poisons, and you have learned folk medicine that allows you to help others recover from them as well. When you treat a disease or a poison, or someone else uses one of these actions to benefit you, increase the circumstance bonus granted on a success to +4.

TREAT WOUNDS
Requirements You must use healer’s tools (see page 186).
You spend 10 minutes treating up to 6 injured living creatures (targeting yourself as one of them, if you so choose), then attempt a Medicine check. The DC is usually the medium DC for the highest level of patient you’re treating, though the GM might adjust this DC due to circumstances, such as trying to rest during volatile weather or when treating magically cursed wounds. A given creature can be subject to only one Treat Wounds attempt per 10-minute period, so two characters can’t treat the same target’s wounds simultaneously.
Success You treat the patients’ wounds. Each patient recovers Hit Points equal to its Constitution modifier × your level or equal to just your level, whichever is higher.
Critical Success As success, but increase the healing by your level × 3.
Critical Failure The patients are bolstered against your Treat Wounds.