Oloch

Oloch-Siriak's page

90 posts. Alias of Siriak.


Full Name

Oloch

Race

Half-orc

Classes/Levels

Male Half-Orc Warpriest 1| AC 19 (t 11) (ff 16) | F+3, R+1, W+4 | CMB +4 CMD 15 | Init +3, Darkvision, Per +4, SM +2 | HP 13/13 | Blessings 3/3 | Spells: 1st 2/2

Gender

M

Size

M

Age

25

Alignment

CN

Deity

Gorum

Location

On thre road

Languages

Common, Orc

Strength 18
Dexterity 12
Constitution 13
Intelligence 10
Wisdom 14
Charisma 10

About Oloch-Siriak

OLOCH
Male half-orc warpriest of Gorum 1
CN Medium humanoid (half-orc, human, orc)
Init +3; Senses darkvision; Perception +4

DEFENSE
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 13 (1d8+5)
Fort +3, Ref +1, Will +4

OFFENSE
Speed 20 ft.
Melee greatsword +5 (2d6+6/19–20) +1 to hit against foes he has damaged in the last 24 hours
Ranged sling +1 (1d4+4)
Blessing Supernatural Abilities (3/day) glorious presence (DC 12),war mind
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)

Skills Intimidate +6, Perception +4, Survival +6; Armor Check Penalty –5

Traits
Reactionary: You gain a +2 trait bonus on initiative checks.
Finish the Fight (BoG): You gain a +1 trait bonus on attack rolls against opponents you already injured in the past 24 hours.

Languages Common, Orc

SQ aura (faint chaos), bestial (APG), blessings (glory and war, minor), orc blood, sacred weapon, spontaneous casting (positive)

Combat Gear acid, scroll of cure light wounds; four-mirror armor (UC), greatsword, sling with 10 bullets
Other Gear backpack, iron holy symbol of Gorum, spell component pouch, waterskin, 6 gp 9 sp

SPECIAL ABILITIES
Aura Oloch’s chaotic aura is faint when using detect chaos.

Blessings Oloch can use any combination of his two blessing abilities (glorious presence and war mind) 3 times per day.

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.

Sacred Weapon Oloch can do 1d6 damage with his greatsword.

Focus Weapon At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, rather than only his deity's favored weapon).

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.

Spell Descriptions:

Bless Oloch can give all allies in a 50-foot-radius burst a +1 morale bonus to attack rolls and saves against fear for 1 minute.

Create Water Oloch creates 2 gallons of water within 25 feet. It lasts a day if no one drinks it.

Cure Light Wounds Oloch’s scroll heals a touched target for 1d8+1 damage.

Detect Magic Oloch can notice magic in a 60-foot cone. If he concentrates, he can find how many magic auras there are on the next round and then attempt to find out more on the round after that.

Guidance Oloch can give a touched target a +1 competence bonus that the target can use on any attack roll, saving throw, or skill check in the next minute.

Shield of Faith Oloch can give a touched target a +2 deflection bonus to AC for 1 minute, which increases touch, flat-footed, and CMD as well.


Background:

Oloch has no memory of a time before pain—pain suffered, and
pain inf licted. A half-orc of the Haskodar tribe in Blisterwell,
Oloch was constantly forced to fight for survival against his larger,
stronger tribemates. Those who thought to casually bully the child
soon learned the error of their ways, for in Oloch’s mind, every fight
is a fight to the death, and anyone who pretends otherwise leaves
themselves vulnerable.

For a time he wandered the wilds, yet no ordinary beasts could
provide a proper challenge. Eventually he wound up in Urgir, where
he quickly found work as a government enforcer and champion.
Though on the surface he claims that his position ensures him a
steady supply of worthy opponents, in secret Oloch hopes to puzzle
out how to balance the orc and human inside himself and discover
the man he was born to be.

Oloch lives in the moment, relishing the red rush of battle and
the communion it brings him with his god. He’s not opposed to
working with—or even for—those he considers his equals, but those
individuals must take pains to show him proper respect. Perhaps
the only activity other than combat that truly brings him pleasure is
making music on his drum—and then only if it’s sufficiently riotous
as to echo the clamor of battle.

Racial Traits:

Darkvision: Half-orcs can see in the dark up to 60 feet.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Bestial (APG): The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces the orc ferocity racial trait.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.