Wizard

_Ophiuchus_'s page

481 posts. Organized Play character for TheBobJones.


Full Name

Ophiuchus Vargidan

Race

| HP: 34/34 | AC: 22 (11 Tch, 21 Fl) | CMB: +6, CMD: 17 | F: +4, R: +3, W: +5 | Init: +3 | Perc: +9, SM: +4

Classes/Levels

| Speed 20ft | Spells: 1st 7/7, 2nd 4/4 | Active conditions:

Gender

Male NG Nagaji Oracle (Battle Mystery) 4

Size

M

Age

25

Alignment

NG

Languages

Nagaji, Tien, Common

Strength 16
Dexterity 12
Constitution 14
Intelligence 11
Wisdom 10
Charisma 17

About _Ophiuchus_

PFS # 75655-5

Faction Silver Crusade

Prestige/Fame

11 Prestige Points, 16 Fame Points

XP 11

DEFENSE

AC 22, touch 11, flat-footed 21 (+10 armor, +1 Dex, +1 natural)
hp 34
Fort +4, Ref +3, Will +5

OFFENSE
Base Atk +3; CMB +6; CMD 17; Melee +6; Ranged +4
Speed 20 ft.
Melee Magical Heavy Flail +1 (+9 1d10+5) crit 19-20/ +8 Power Attack (1d10+8)
Cold Iron Greatsword +6 (2d6+4)
Crossbow +3 (1d8)

SKILLS
Acrobatics -4, Appraise 0, Bluff +3, Climb -2, Diplomacy +8, Disguise +3, Escape Artist -4, Fly -4, Heal 0, Intimidate +7, Knowledge (History) +4, Knowledge (Planes) +4, (Religion) +5, Perception +9, Perform (Untrained) +3, Ride -4, Sense Motive +4, Spellcraft +7, Stealth -4, Survival 0, Swim -2, Use Magic Device +8,

Spells Known
0 - Detect Magic, Light, Guidance, Purify Food and Drink, Read Magic, Resistance (6 known)
1 - Bless, Burning Disarm, Divine Favor, Cure Light Wounds#, Enlarge Person* (4 known) 7/7 per day
2 - Inheritor's Smite, Cure Moderate Wounds#, fog cloud* 4/4 per day
* Mystery Spell
# Cure Spells
Spell DC level+3
Concentration Check +7

Possessions
Full Plate Mail +1; cloak of resistance +1,
+1 Heavy Flail, javelin, Heavy Crossbow, Bolts (20)
Wand of Cure Light Wounds (charges 47/50) spring loaded wrist sheathe
Smoked goggles worn around neck, antiplague; alchemists fire x2; holy water x2 ; rations (trail/per day) (x5); Cold weather gear, Backpack; 3301.5 gp

Beacon of Good (Fame 5, 2 PP) The Shining Crusade gives you a shining wayfinder (see page 55) emblazoned with the emblem of a silver dragon. If you lose your shining wayfinder, you can purchase a new one for an additional 2 PP. Members of the Silver Crusade who are caught selling shining wayfinders for their own profit are exiled, and must switch factions.
A shining wayfinder is a polished silver compass favored by members of the Shining Crusade. In addition to the usual functions of a wayfinder
(including the ability to create light), a shining wayfinder can be used to cast detect evil—when so used, its needle points not to the north but rather to the nearest source of evil within 60 feet. Once per day, a shining wayfinder can be used to cast protection from evil upon the wayfinder’s bearer. A shining wayfinder functions only for a creature that is good-aligned. When held by an evil creature, the shining wayfinder’s needle spins in a frantic circle. When held by
any creature that is both nonevil and nongood, the needle simply hangs limply, not pointing to anything at all (not even to true north).

Feats
Extra Revelation
Power Attack

Traits

Dangerously Curious:
You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Reactionary:
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Mystery
Battle Mysteries - You draw upon the divine mystery of Battle to grant your spells and powers.
Skill at Arms (Ex) You gain proficiency in all martial weapons and heavy armor.
War Sight (Ex) You roll twice for initiative and take either result.
Weapon Mastery (Heavy Flail) (Ex) Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.

Curse
Haunted - Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.

Languages Nagaji, Tien, Common

SPECIAL ABILITIES

Armored Scales:
(Ex) Nagaji have a +1 natural armor bonus.

Low-Light Vision:
(Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Low-Light Vision Nagaji can see twice as far as humans in conditions of dim light.

Resistant:
Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.

Serpent's Sense:
(Ex) Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.

Dice Rolls:

[dice=Heavy Flail +1]1d20 + 9[/dice]
[dice=Flail Damage]1d10+5[/dice]
[dice=Heavy Flail +1 + Divine Favor]1d20 + 10[/dice]
[dice=Flail Damage]1d10+6[/dice]
[dice=Heavy Flail +1 + PA]1d20 + 8[/dice]
[dice=Flail Damage + PA]1d10+8[/dice]
[dice=Heavy Flail +1 + PA + Divine Favor]1d20 + 9[/dice]
[dice=Flail Damage + PA]1d10+9[/dice]
[dice=2-handed cold-iron greatsword]1d20 + 6[/dice]
[dice=cold-iron greatsword damage]2d6+4[/dice]
[dice=2-handed cold-iron greatsword + PA]1d20 + 5[/dice]
[dice=cold-iron greatsword damage + PA]2d6+7[/dice]

Scenarios
Pathfinder Module: Crypt of the Everflame

Pathfinder Module: The Accursed Halls

Pathfinder Module: The Forgotten Labratory

#3-01 The Frostfur Captives

#3-21: The Temple of Empyreal Enlightenment

Inventory Tracking Sheets
Tracking Sheet 1

Background:
Ophiuchus the Oracle was born in the Far Eastern Provinces of Tien. Growing up in the strict, orderly society of the Nagaji, Ophiuchus was unhappy. He did not enjoy the predictable, structured life that other nagaji enjoyed. Once a nagaji reaches maturity, he or she is allowed a one year 'sabbatical' so explore the outside world,

On Ophiuchus' travels, he met a young woman. Her quick smile and carefree attitude instantly captivated his heart. He knew that he would never return to the strict hierarchical way of nagaji society. The months that he spent with Merian Vargidan was the happiest time he spent in his short life. The shared a love of magic, and exciting adventures. Always Merian was the leader, and Ophiuchus was the follower. She would gently tease him constantly about his misunderstanding of jokes, and idioms of the common language. He tried each day to tell her a new joke, each day failing miserably.

One day while they were enjoying each others company, they were beset by a roving band of kobolds. Both defended themselves aptly, but Merian succumbed to her wounds. Ophiuchus was crushed beyond despair. He spent months alone, picking fights, hoping for a way to die.

One evening, a spirit appeared to him in a dream, the spirit of Merian came to him, full of happiness and joviality. When he awoke, he noticed that when he dropped his pack, it appeared far away from him. When we was looking for his trail ration, every time he saw them in his pack and grabbed them, he withdrew his hand and a different item appeared. He could almost feel the warm breath of laughter on his shoulder.

An idea came to Ophiuchus; he decided to travel to far away Kassen to visit where Merian grew-up and see her family.

After many trials and tribulations, Ophiuchus arrived at the home of Moltus Vargidan. He was unprepared for his initial meeting with the crazed sorcerer. People running to and fro, magical sparks emanating from their fingertips. There was no order, no structure, and no cleanliness. One could not have imagined a more diametrically opposed life style than the one Ophiuchus grew up in. After recounting his tale of ill-fated love, Moltus Vargidan immediately adopted Ophiuchus as his long lost daughter. Requiring Ophiuchus to wear a woman’s wig, and dress in woman's clothes. Moltus would always introduce Ophiuchus as, "My daughter, Merian". Ophiuchus endured the oddness of his new adopted father, for the new, enigmatic life style of life with the Vargidans.