About Oromo the ObscureNone truly know the identity of Oromo the Obscure for Oromo changes identities as easily as others chnge their clothees. None can say if Oromo is man or woman, elf or human. What is known is that Oromo lived for a time in the city of Sothis, growing rich and powerful and rulling its underworld gangs with an iron fist. Then, several years ago Oromo simply disappeared. Some claimed enemies had driven Oromo out, others that the Pharaoh had tired of the criminal element and still others that Oromo had vanished into the desert to uncover their own past, hidden even from them. Only Oromo knows the truth. Stat Block:
Name: Oromo the Obscure A: Human (Skilled - Medicine) B: Criminal C: Sorcerer Alignment: Neutral Deity: Nethys Perception: +28|+31 visual (E); Senses: Greater Darkvision
STR: 10 (+0) DEX: 20 (+5) CON: 18 (+4) INT: 16 (+3) WIS: 18 (+4) CHA: 24 (+6) AC: 42 (+5Dex/Cap--, +24 Prof Mod (E), +3 Item)
Class Abilities: Imperial Bloodline, Heighten Spells, Blood Magic, Sorcerer Spell Attack (L), Sorcerer Class DC (L), Surprise Attack, Weapon Specialisation (+2 damage with weapons and unarmed attacks if Expert, +3 Master, +4 Legenday) Weapon Proficiencies: Simple Weapons (E), Unarmed attacks (T) Armour Proficiencies: Unarmoured defence (E), Light Armour (T) Ancestry Feats: Natural Ambition (1st), Clever Improviser (5th), General Training (9th), Very Sneaky (13th), Haughty Obstinacy (15th, from ancestral paragon), Very Very Sneaky (17th) Class Feats: Dangerous Sorcerery (1st, from Natural Ambition), Rogue Dedication (2nd), Arcane Evolution (4th), Advanced Bloodline (6th), Crossblooded Evolution (8th), Skill Mastery (Dedication, 10th), Skill Mastery (Dedication, 12th), Skill Mastery (Dedication, 14th), Greater Mental Evolution (16th), Greater Crossblooded Evolution (18th), Bloodline Conduit (20th) General Feats: Recognise Spell (3rd, Class), Untrained Improvisation (5th, from clever improviser), Trick Magic Item (7th, Class), Adopted Ancestry (Goblin) (9th, from general training), Toughness (11th, Class), Ancestral Paragon (15th, Class), Quick Recognition (19th) Skill Feats: Experienced Smuggler (1st, Background), Cat Fall (2nd, Dedication), Battle Medic (2nd, Class), Pickpocket (4th, Class), Wary Disarmament (6th, Class), Battle Cry (8th, Class), Foil Senses (10th, dedication), Lie to Me (10th, Class), Quick Unlock (12th, Dedication), Quick Disguise (12th, Class), Slippery Secrets (14th, dedication), Intimidating Glare (14th, Class), Quiet Allies (16th, Class), Unified Theory (Class, 18th), Scare to Death (Class, 20th) Skills: +29 Acrobatics (Dex) (T)
Skills increases by level: 1st Medicine (Heritage), Stealth and Underworld Lore (Background), Arcana and Society (Bloodline), Arcrobatics, Intimidate (1st, class); 2nd: Thievery, Stealth (Dedication); 3rd: Intimidate (expert, Class); 4th: Deception (Arcane Evolution); 5th Medicine (expert, heritage), Athletics trained (Int boost), Thievery (Expert, Class); 7th: Intimidate (Master, Class); 9th: Stealth (Expert, Class); 10th: Diplomacy Trained (Int Boost), Stealth (Master, dedication feat), Arcana (Expert, dedication feat); 11th: Arcana (Master, Class); 12th: Thievery (Master, Dedication), Deception (Expert, Dedication), 13th Medicine (Master, class); 14th: Deception (Master, dedication), Diplomacy (Expert, dedication), 15th Intimidate (Legendary, Class); 17th: Arcana (Legendary, Class); 19th Deception (Legendary, Class); 20th Performance Trained (Int boost) Languages: Common, Kelish, Draconic, Sylvan, Goblin, Infernal, Necril, Aklo Spellcasting:
Level 10 (1): Wish, Cataclysm
Focus Spells (Focus Points: 2): Anestral Memories, Extend Spell
Bookkeeping:
Initial Boosts: +2Dex|Cha Background Boosts: +2Dex|Cha Class Boost: +2Cha Free Boosts: +2Con|Dex|Wis|Cha Str 10, Dex 16, Con 12, Int 10, Wis 12, Cha 18 Level 5 Boosts: +2 Dex, +2 Int, +2 Wis, +1 Cha
Level 10 Boosts: +1 Dex, +2 Int, +2 Con, +1 Cha
Level 15 Boosts: +1 Dex, +2 Con, +2 Wis, +1 Cha
Level 20 Boosts: +2 Con, +2 Wis, +2 Int, +1 Cha
Equipment:
Total Bulk: 4.7; Encumbered: 5Bulk; Maximum: 10Bulk; Cash: 411gp Levelled Items: Level 19: Wand of Continuation (1L, Mind Blank, 1/day increase a spells duration by 50% by adding a casting action)
Purchased Items:
Wand of Endure Elements (5th) 1500gp
Mundane Gear:
Spellbook
Attacks:
Ranged Spell Attacks: Produce Flame: +35 (10d4+7); range 30 (L); crit causes 10d4 persistent fire Ray of Frost: +35 (10d4+7); range 120 (L); crit imposes -10 status penalty on speed Acid Splash: +35 (4d6+7, splash 4); range 30 (L); crit deals persistent damage Electric Arc: Basic reflex save DC45, (10d4+7); 30 (L); up to two targets |