Drace Krennit

Omari the Landless's page

1,413 posts. Alias of pad300.


Full Name

Omari the Landless

Race

| HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25|

Classes/Levels

Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

Gender

M Human (M'wangi) Cleric 12

Size

5'9", 198 lbs

Age

18

Special Abilities

See text

Alignment

LG

Deity

Erastil

Location

Kelmarane

Languages

M’wangi, Common, Kelish , Gnoll, Osiriani, Aquan, Ignan, Auran, Terran, Abyssal, Draconic. Celestial

Occupation

Bowyer and Priest

Strength 14
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 19
Charisma 10

About Omari the Landless

Background:

Omari was a young (13) acolyte in the faith of Erastil when he was captured by gnoll slavers, who were raiding across the Barrier Wall mountains, into the M’wangi Expanse. The gnolls sold him to a dealer in Katapesh, who did not realize the strength of the young man’s true faith (and thus his magic). With his clerical magic, he was able to escape the clutches of the slavers. But the life of an escaped slave on the streets of Katapesh is brutish and short; Omari was lucky, he met Haleen, who hid him and helped him fit himself into this strange new world… She even helped him get a job with the skills he already had (as an Erastilian) as a bowyer’s apprentice.

One day, Haleen disappeared, leaving a very odd note, telling Omari not to try to find her… This advice was of course ignored. Several months have passed since she disappeared, and finally, Omari has a lead on where she could be found: a dream he believes sent by Erastil, has convinced him to search for Haleen in the vicinity of an old ghost town named Kelmarane. Hearing about Garavel’s expedition, he has come to Kelmarane to join them.

Omari’s tribe was all about the bow. He learned to be an expert shot with a longbow, and even the beginnings of how to craft such weapons. His upbringing included paranoia about the local fey (imposter wary racial trait) and animal handling with the village goats.

Description:

5’11” and 198 lbs. Clean shaven, including his scalp. Ebony skin and dark brown eyes (his eyebrows are black, as is common among the M’wangi). Generally wears a wide-brimmed hat as protection from the sun. He’ll wear a steel cap under it in a fight.

Mechanical:

Omari the Landless
Cleric 13 (Erastil)
Alignment: LG
Diety: Erastil
Init + 4 = +4 Dex (+2 if I can act in a surprise round)
Speed 30 ft

Spells Prepared
L0 (4) : Guidance, Detect Magic, Stabilize, Light
L1 (4+1D+1W)
L2 (4+1D+1W)
L3 (4+1D+1W)
L4 (4+1D+1W)
L5 (3+1D)
L6 (2+1D)
L7 (1+1D)

Defense
AC: 22 =10+ 4 Armor +2 enhancement +4 Dex +2 deflection
HP: 116= 8+ (12d8 => 60) + 13*2 (con)+9 FCB +13 *1 trait
Fort + 11 = +8 Cleric + 2 con +1 resistance
Ref +9 = +4 Cleric + 4 dex +1 resistance
Will +13 = +8 Cleric + 4 wis +1 resistance (+2 vs Illusions)
CMD : 25 = 10 + 9 (bab)+ 4 (dex) +2 (str)

Offense
Melee:
Ranged:
BAB : +9
CMB : + 11 = +9 (BAB)+2 Str

Race = Human – M’wangi (favored class: Cleric)

Str: 14 = 14 (5 pts)
Dex : 18 = 14 (5 pts) +2 racial +1 lvl 4+1 lvl 8
Con : 14 =14 (5 pts)
Int : 10 =10 (0 pts)
Wis; 19 =14 (5 pts)+4 enhancement +1 lvl 12
Cha: 10 = 10 (0 pts)

Skills : (2+1 Trait /level) Not including ACP
Perception (+23 = 13 rank +4 wis+6 racial),
Spellcraft (+14 = 11 rank +3 trained),
K Religion (+4 = 1 rank +3 trained )
K Planes (+4 = 1 rank +3 trained)
Diplomacy (+5 = 2 rank +3 trained)
Heal (+14 = 7 rank+3 trained +4 wis)
Ride ((+8 = 4 ranks +4 dex)

Sense Motive (from imposter wary) (+20=13 rank +3 Trained+4 Wis)

Background Skills (2/level)
Linguistics (+13=10 rank +3 trained)
Handle Animal (+13 = 13 rank)
Craft (Bows) (+6 =3 ranks +3 trained)

Languages : M’wangi, Common, Kelish (linguistics), Gnoll (linguistics), Osiriani (linguistics), Aquan (linguistics), Ignan (linguistics), Auran (linguistics), Terran (linguistics), Abyssal (linguistics), Draconic (linguistics), Celestial (Linguistics)

Traits : Finding Haleen (Campaign, cleric), Deadeye Bowman (religion, Erastil)

Feats
Point Blank Shot (1st)
Rapid Shot (human Bonus feat)
Precise Shot (3ed)
Boon Companion (5th)
Scribe Scroll (7th)
Manyshot (9th)
Divine Interference (11th)
Clustered Shots (13th)

FCB: 9 HP, +4 vs Outsider Spell Resistance

Race Abilities:

Bonus Feat: Humans select one extra feat at 1st level.
Imposter-Wary: Humans trained to spot fey masquerading as their kin gain a +2 racial bonus on saving throws against illusion spells and effects, 1 free rank in Sense Motive at 1st level, and 1 additional rank in Sense Motive whenever they gain a level. This racial trait replaces skilled.

Class Abilities:

Aura (Ex): A cleric of a Lawful Good deity has a particularly powerful aura corresponding to the deity's alignment.

Spells

Channel Energy (Su) (6d6, 3/day): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Domains: Animal (Feather), Community

Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Unity (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.

Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

Chaotic, Evil, Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one).

Equipment:

Magic Items: Handy Haversack, Cloak of Resistance +1, Periapt of Wisdom +4, +1 Adaptive Composite Longbow,
Weapons (355 gp)
40 Cold Iron Arrows (4 gp), 20 Silver Blunt Arrows (42 gp), Dagger (2 gp), Longspear (Cold Iron) (10 gp), Cestus (Silvered) (25 gp), 1 flask of Alchemists Fire (40 gp)
Armor (100 gp)
Chain Shirt (100gp)
Equipment ( 75.44 gp)
Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), , belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Healer’s Kit (50 gp), spell component pouch (5 gp), 2x Wooden Holy Symbol (2 gp), Wandermeal 5 days (5 cp),
6 sp 5 cp

Animal Companion:

Khedron the Stag
Megaloceros Animal Companion
Size : Large
Low Light Vision, Scent
Speed : 50 ft
HP: 110 = 11d8 => 55 +11*4 (con)+11 (Toughness)
AC: 26 = 10 +13 NA + (3 Armor) + 4 Dex -1 size
Fort +11 = +7 animal HD+4 Con
Reflex +11 = +7 animal HD +4 Dex
Will +7 = +3 animal HD +2 Wis +2 Iron Will; +4 morale bonus on Will saves against enchantment spells and effects, +2 trait vs Mind-Affecting
CMD: 30 = 10 +8 (bab)+7 (str)+4(dex) +1 size
Attack : Gore +16 (+8+7str+1enhancement -1 size+1 WF)/2d6+8 ((+7str+1enhancement or +10+1 if only attack), Hooves X2 +13 (+8+7str+1enhancement -1 size-2 secondary )/1d4+8 (7str+1enhancement)
Special Attacks powerful charge (2d6)
BAB +8
CMB: +17 = +8 (bab)+7 (str) +1 size +1 enhancement
Str 25=12+4(AC Bonus)+8(size)+1 (8 hd ability score increase)
Dex 19=17+4 (AC Bonus)-2(size)
Con 18=14+4(size)
Int 3=2+1(4hd ability score increase)
Wis 15
Cha 5
Skills (11 pts)
Acrobatics (+ 10, 3 rank +4 dex +3 trained)
Climb (+11, 1 rank +7 str +3 trained)
Swim (+11, 1 rank +7 str +3 trained)
Perception (+8, 3 rank +3 trained +2 wis)
Stealth (+ 8, 1 rank +4 dex +3 trained)
Fly (+ 9, 2 rank +4 dex +3 trained)
Special: Link, Share Spells, Evasion, Devotion, Multiattack
Tricks: Attack, attack, flank, defend, down, seek, heel, flank, sneak, Maneuver (Grapple), Use Fly spell
Feat: Toughness (1 hd), Power Attack (3hd), Iron Will (5 hd), Impaling Charge (7 hd), Multiattack (lvl 9 AC bonus), Additional Traits (Deathtouched(race), Armor Expert(Combat) ) (9hd), Weapon Focus (Gore) (11 hd)
Equipment: Amulet of Mighty Fists +1, Masterwork Studded Leather Barding, Tusk Blades, 100 cold iron arrows (10gp), 40 blunt arrows (4 gp), Animal Harness (2 gp), Saddlebags (4 gp), 10 days of Feed ( 5 sp), 6 waterskins (6 gp), Spell Component Pouch (5gp), 2x Wooden Holy Symbol (2 gp), 50 ft of rope (1 gp), 4 sack (4 sp), trail rations 10 days (5gp)