Oloch

Oloch //Pregen's page

47 posts. Organized Play character for Razfalo.


Race

HP 60/60 || AC:26(28vs evil) T:13/15 FF:22/24 CMD:21 || Fort:8 Refl:4 Will:9 || Init:3 Perception:4 Darkvision || NG Male Half-orc Warpriest of Gorum 7 || +2 Greatsword +13 (2d6+11/19-20); Composite longbow +5 (1d8+4)

Strength 20
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 16
Charisma 10

About Oloch //Pregen

Male half-orc
Warpriest of Gorum 7
NG Medium humanoid (human, orc)

Init +3 | Perc +4 | Darkvision
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Defence
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AC
21 | Flat-footed 20 | Touch 11 (+10 armor, +1 dex)
HP 60 (7d8+22)
Fort +8 | Ref +4 | Will +9
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Offense
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Base Atk
+5; CMB +10; CMD 21
Speed 20 ft / 4 sq
Melee
+2 greatsword +13 (2d6+11/19–20) +1 to hit against foes he has damaged in the last 24 hours
Ranged
mwk composite longbow +7 (1d8+5)
Special Attacks
fervor 2d6 6/day, channel positive energy (DC 16)

Blessing Supernatural Abilities (6/day) glorious presence (DC 16),
war mind
[b]Warpriest Spells Prepared
(CL 7th; concentration +10)
3rd—Resist Energy, Communal, Magic Circle against Evil
2nd—Restoration Lesser, Restoration Lesser, silence, Bull's Strength
1st—bless, bless, shield of faith, detect demon, shield
of faith

0 (at will)—create water, detect magic, guidance, light, stabilize

Skills:
* - class skills, only trained
Ranks 4 + Int + 1(human)/lvl (3)

Climb +4
Heal +6
Intimidate +17
Knowledge (religion) +4
Perception +4
Perform (percussion) +1
Sense Motive +7
Spellcraft +4
Survival +7
Swim +4;
Armor Check Penalty -5

Traits:

Reactionary: +2 to initiative
finish the fight:You gain a +1 trait bonus on attack rolls against opponents you already injured in the past 24 hours.

Feats:

Furious Focus: Oloch does not take the usual Power Attack penalty to hit on his first attack each round
Intimidating Prowess: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
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.
Toughness: +hp
Weapon Focus (greatsword): + hit
Weapon Specialization (greatsword): + hit

Special Abilities:

Blessings Oloch can use any combination of his two blessing abilities (glorious presence and war mind) 6 times per day.
[b]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.
Dazzling Display: As a full-round action, Oloch can roll Intimidate to demoralize all foes within 30 ft.
Fervor: 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.
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.
Pearl of Power: Oloch can use his pearl as a standard action to recover one of his expended 1st-level spells.
Power Attack Oloch can take a –2 penalty to hit with his greatsword to do +6 damage.
Sacred Armor: 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: 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.
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: Oloch can touch an ally. 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.

Equipment:

Combat Gear
wand of cure
light wounds (10 charges);

Other Gear
spiked +1 full plate
+2 greatsword
mwk composite longbow with 20 arrows
cloak of resistance +1
belt of giant strength +2
headband of inspired wisdom +2
pearl of power (1st)
backpack
drum
iron holy symbol of Gorum
spell component pouch
waterskin
0 gp