Khabekh-Shu

Oriflamme's page

No posts. Organized Play character for John Woodford.


Full Name

Oriflamme

Strength 14
Dexterity 18
Constitution 12
Intelligence 8
Wisdom 14
Charisma 10

About Oriflamme

Current XP 0
Current PP 0
Fame 0
Male human cleric 1
NG Medium humanoid (human)
Init +2 (+2 DEX) Perception +3

Daily Consumables:
Channel Energy: [ ] [ ] [ ] [ ] [ ] [ ]
Rebuke Death: [ ] [ ] [ ] [ ] [ ] [ ]
Balanced Offensive: [ ]

DEFENSE
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield)
hp 9 (1d8+1)
Current hp 9
Fort +3, Ref +2, Will +5

OFFENSE
Speed 30 ft.
Melee scimitar +1 (1d6+1/19-20/x2) or light mace +1 (1d6+1/x2)
Ranged light crossbow +2 (1d8/19-20/x2)
Special Attacks Balanced offensive
Spells Known None

STATISTICS
Str 13, Dex 14, Con 12, Int 10, Wis 16, Cha 14
Base Atk +0; CMB +1; CMD 13
Feats
[1]Weapon Finesse[/i] (L1)
Weapon Focus (shortsword) (human bonus)

Skills
Climb +11/+9 in armor (+4 rank, +4 STR, +3 class skill)
Knowledge (Dungeoneering) +6 (+4 rank, -1 INT, +3 class skill)
Perception +11 (+4 rank, +2 WIS, +3 class skill, +2 Deep Knowledge)
Survival +11/+13 tracking (+4 rank, +2 WIS, +3 class skill, +2 Deep Knowledge, +2 for Tracking ability (situational))
Swim +11/+9 in armor (+4 rank, +4 STR, +3 class skill)
ACP -2

Traits
Balanced Offensive You can call forth a surge of elemental energy to strike against your foes. Once per day, you can target a distant foe with an elemental attack. This functions as one of the following cleric domain powers, chosen whenever you activate this ability: acid dart, fire bolt, icicle, lightning arc, or storm burst. Your effective cleric level for this ability is equal to your character level. You can use this ability one additional time per day at 5th level and every 5 levels thereafter.
Exalted of the Society The vaults of the Grand Lodge in Absalom contain many secrets of the divine powers of the gods, and you have studied your deity extensively. You may channel energy one additional time per day.

Racial Modifiers
Languages Common
SQ

Combat Gear greatsword +1, mw alchemical silver morningstar, dagger, javelin (3), breastplate +1, heavy wooden shield, backpack, bedroll, belt pouch (2), traveler's outfit, flint and steel, sack (2), torch (5), 50' silk rope, whetstone, waterskin, 2 days trail rations, alchemist's fire (2), oil of magic weapon, potion of water breathing, cloak of resistance +1, CLW wand (47 charges) 0 pp, 1471 gp, 5 sp, 0 cp, #91 encumbrance ring of protection +1 (temporary)

SPECIAL ABILITIES

Favored Class: Cleric; L1: +1 HP

Tracking: +(level/2) to Survival checks when following trails

Favored Enemy: Magical beasts; +2 to attack and damage rolls; +2 to Bluff, Knowledge, Perception, Sense Motive, and Survival checks against magical beasts

Wild Empathy: Can improve initial attitude of an animal; roll 1d20 + ranger level + CHA mod (1d20 + 2)

Deep Knowledge (Ex): At 3rd level, a deep walker gains a +2 bonus on initiative checks and Knowledge (dungeoneering), Perception, Stealth, and Survival skill checks while underground (in caves and dungeons). Every 5 levels thereafter, the deep walker gains an additional +3 on each of those checks while underground (to a maximum of +11 at 18th level). This ability replaces favored terrain.

Hunter's Bond (Ex): At 4th level, a deep walker forms a bond with his hunting companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the deep walker's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

Stonecunning: Dwarfblooded oreads receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Spell-Like Ability: Magic stone 1/day (caster level equals the oread's total level).

Energy Resistance: Oreads have acid resistance 5.

Crystalline Form: Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. This racial trait replaces earth affinity.

Notes and Useful Pastes: