Orozomoc's page

87 posts. Organized Play character for Kumakawa.

Full Name



| hp 124/124 | AC 32 |F: +19, R +21 W +24 |Perc: +25 (+26 for sight)


| Speed 35 ft | Exploration activity: search | Resistances: Fire 5, Negative Energy 1 | Conditions: | Hero Points: 0


Male Human Investigator 13 (Medic, Blessed One, Exorcist, Oracle)






Common, Mwangi, Iruxi, Aklo, Sylvan, Daemonic, Azlanti, Varisian

Strength 12
Dexterity 14
Constitution 12
Intelligence 20
Wisdom 18
Charisma 16

About Orozomoc

Botting instructions: Avoids melee. Opens combat with Known Weaknesses. Prioritizes support abilities; uses strategic strike to make bow attacks.  

Spells Known
0 - Detect Magic
Focus: Lay on Hands (36 hp, plus +2 status to AC (1 round), plus mercy or affliction mercy)


Saoc Astrology/Heir of the Saoc
1 Action
Frequency 3 times per day
Requirements You must spend 10 minutes just after your daily preparations examining the sky or consulting a star chart or you can’t use this action that day.
The ancient Saoc Brethren were the masters of astrology, and while your knowledge may be but a pale shadow of their wisdom, it still comes in handy. You recall the stars’ predictions about your current situation. If your next action requires you to attempt one or more skill checks, roll 1d8. On a result of 6, 7, or 8, you gain a +2 circumstance bonus to the first such skill check you attempt. On a 3, 4, or 5, you gain a +1 circumstance bonus. On a 2, you gain nothing. On a 1, you take a –1 circumstance penalty to the skill check.

In the past, you would have been a proud initiate of the Saoc Brethren. Today, you carry on their legacy. When you use Saoc Astrology, roll 1d4 instead; on a 1, you take a –1 penalty to the skill check. On any other result, you gain a circumstance bonus of that value (for instance, a +3 circumstance bonus on a 3).

Root Worker
Your talismans ward against foul magic. During your daily
preparations, you can assemble a small pouch with bits of
herbs, hair, sacred oils, and other ritual ingredients, which
you give to one ally. The first time that day the ally attempts
a saving throw against a spell or haunt, they gain a +1
circumstance bonus to the roll. This bonus increases to +2 if
you’re an expert in Occultism or +3 if you’re legendary.

Consult the Spirits (occultism)
You have learned rites or meditations that enable you to
perceive minor, invisible spirits within a place. Choose
Nature, Occultism, or Religion when you select this feat.
Nature allows you to contact the spirits of nature that
form leshies, who are born of pure life essence rather than
spiritual energy and can answer questions about natural
features like the location of nearby water or plant life.
Religion reveals the presence of angelic, demonic, or other
spirits in service to divine beings, who provide information
about sources of powerful positive or negative energy, sacred
or profane influences, or the presence of undead. Occultism
allows you to contact lingering spirits, psychic echoes of the
departed dead, and spirits from beyond reality, who tell you
about things like strange auras, effects, or the presence of
unnatural occult beings.
Spend 10 minutes and attempt a check to Recall Knowledge
with the chosen skill; the DC is determined by the GM (usually
a very high DC for the level of the highest-level creature you
might encounter in the area). If you’re legendary in the chosen
skill, you can use this feat once per hour, instead of only once
per day, but you can’t use it again on any area that overlaps a
previous area.

Critical Success The spirits reveal themselves to you and
have a helpful attitude toward you. Only you can perceive
these spirits. They answer three simple questions about
the environment within 100 feet of you, depending on the
skill you chose and thus the type of spirits you contact.
Their answers are almost always a single word, and their
knowledge is limited to within their area of interest.
Success As with a critical success, but the spirits are indifferent
to you and answer only one question.
Failure You are unable to contact the spirits of this place.
Critical Failure You contact one or more malevolent spirits.
They are hostile toward you, though they may not
immediately appear so. They answer up to three questions
but give you information that is harmful to you in some
way, as determined by the GM.


Strategic Strike
[dice=Strategic Strike]1d20+23[/dice]

Disturbing Knowledge
2 actions. You utter a litany of dreadful names, prophecies, and descriptionsof realms beyond mortal comprehension, drawn from your
study of forbidden tomes and scrolls. Even those who don’t
understand your language are unsettled by these dire secrets.
Attempt an Occultism check and compare the result to the Will
DC of an enemy within 30 feet, or to the Will DCs of any number
of enemies within 30 feet if you are legendary in Occultism.
Those creatures are temporarily immune for 24 hours.

Critical Success The target becomes confused for 1 round and
frightened 1.Success The target becomes frightened 1.
Failure The target is unaffected.
Critical Failure You get overly caught up in your own words
and become frightened 1.

Bon Mot
You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC.

Critical Success The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.
Success As critical success, but the penalty is –2.
Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.

Devise a Stratagem
1 action, once per round. You assess a foe’s weaknesses in combat and use them toformulate a plan of attack against your enemy. Choose a
creature you can see and roll a d20. If you Strike the chosen
creature later this round, you must use the result of the roll
you made to Devise a Stratagem for your Strike’s attack roll
instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any
subsequent attacks.
When you make this substitution, you can also add your
Intelligence modifier to your attack roll instead of your
Strength or Dexterity modifier, provided your Strike uses an
agile or finesse melee weapon, an agile or finesse unarmed
attack, a ranged weapon (which must be agile or finesse if it’s
a melee weapon with the thrown trait), or a sap.
If you’re aware that the creature you choose is the subject of
a lead you’re pursuing, you can use this ability as a free action.

Known Weakness
Whenever you Devise a Stratagem, you can also attempt a
check to Recall Knowledge as part of that action. If you critically
succeed at the Recall Knowledge check, you notice a weakness
and gain a +1 circumstance bonus to your attack roll from Devise
a Stratagem. If you immediately convey this information to your
allies as part of the check, each ally gains a +1 circumstance
bonus to their next attack roll against the subject, as long as
their attack is made before the beginning of your next turn.

Detective's Readiness
reaction. When you’re on a case, you stay watchful and resolute to avoid
tricks your suspect might pull. You gain your circumstance
bonus from Pursue a Lead on saving throws (and their DCs, as
normal) against the subject of a lead, and you can use Clue In
to assist an ally’s saving throw against that subject.

Spirit's Anguish
2 actions. You purify a spirit by coaxing it to release its anguish in a
final cathartic howl. This deals sonic damage to all creatures
in a 30-foot cone, with a basic Will save against your class
DC or spell DC, whichever is higher. If you expend a spirit
wisp, this deals 1d4 sonic damage per level you have. If you
expend a spirit remnant, this deals 1d6 sonic damage per
level of the incorporeal undead or haunt from which you
gained the remnant.

Spirit's Mercy
[reaction] (necromancy) Trigger You take positive or negative damage, or you take any type of damage caused by a haunt, ghost, or other incorporeal undead; Cost 1 spirit wisp or remnant; Effect You purify a spirit by having it perform a final act of mercy to lessen the damage caused
by another spirit. This grants you resistance to positive and negative damage (or resistance to all damage if caused by a haunt or incorporeal undead) against the triggering effect.
If you expend a spirit wisp, the resistance is equal to twice your level. If you expend a spirit remnant, the resistance is equal to three times the level of the incorporeal undead or haunt from which you gained the remnant.


Methodology: Forensic Medicine
When you use Battle Medicine, on a success the target recovers additional Hit Points equal to your level, and the target becomes temporarily immune for only 1 hour, not 1 day.

Battle Medicine
The Medicine check DC is usually 15, though the GM might
adjust it based on the circumstances, such as treating a patient
outside in a storm, or treating magically cursed wounds. If you’re
an expert in Medicine, you can instead attempt a DC 20 check
to increase the Hit Points regained by 15; if you’re a master of
Medicine, you can instead attempt a DC 30 check to increase
the Hit Points regained by 40; and if you’re legendary, you can
instead attempt a DC 55 check to increase the Hit Points regained
by 50. The damage dealt on a critical failure remains the same.
If you succeed at your check, you can continue treating the
target to grant additional healing. If you treat them for a total
of 1 hour, double the Hit Points they regain from Treat Wounds.
The result of your Medicine check determines how many
Hit Points the target regains.

Critical Success The target regains 4d8+12 Hit Points, and its
wounded condition is removed.
Success The target regains 2d8+12 Hit Points, and its wounded
condition is removed.
Critical Failure The target takes 1d8 damage.

medic: Once per day, you can use Battle Medicine on a creature
that’s temporarily immune. If you’re a master in
Medicine, you can do so once per hour.

Treat Wounds: When you succeed with
Treat Wounds, the target regains 5 additional
HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40.

Doctor's Visitation
1 or 2 actions. You move to provide immediate care to those who need it. Stride,
then use one of the following: Battle Medicine or Treat Poison. You
can spend a second action to instead Stride and then Administer
First Aid or Treat a Condition (if you have it; see below).

Treat Condition
You treat an adjacent creature in an attempt to reduce the
clumsy, enfeebled, or sickened condition. If a creature has
multiple conditions from this list, choose one. Attempt a
counteract check against the condition, using your
Medicine modifier as your counteract modifier and the
condition’s source to determine the DC. You can’t treat
a condition that came from an artifact or effect above
20th level unless you have Legendary Medic; even if
you do, the counteract DC increases by 10. Treating
a Condition that is continually applied under certain
circumstances (for instance, the enfeebled condition a
good character gains from carrying an unholy weapon) has
no effect as long as the circumstances continue.

Critical Success Reduce the condition value by 2.
Success Reduce the condition value by 1.
Critical Failure Increase the condition value by 1.

Lay On Hands
1 action. 36 hp, plus +2 status bonus to AC (1 round), plus mercy or affliction mercy)

Mercy/Mercy Affliction
1 action. Your touch relieves fear and restores movement. If the next action
you use is to cast lay on hands, you can attempt to counteract a
fear effect or an effect imposing the paralyzed condition on the
target, in addition to the other benefits of lay on hands.

The divine grace that flows through you grants reprieve from
an affliction. When you use Mercy, you can instead attempt to
counteract a curse, disease, or poison.

Spirit's Absolution
1 action. You purify a spirit by absolving it of its sins and regrets.
This cathartic experience restores your Hit Points or those
of an adjacent ally. If you expend a spirit wisp, the target
recovers 12d4 Hit Points. If you expend a
spirit remnant, the target recovers 1d6 Hit Points per level
of the incorporeal undead or haunt from which you gained
the remnant.

Greater Healer's Gloves
Activate [one-action] Interact; Frequency once
per day; Effect You can soothe a willing,
adjacent creature’s wounds, restoring 4d6+15
Hit Points to that creature. This is a positive
healing effect. You can’t harm undead with
this healing.

Empty Throne
The Empty Throne represents great loss and wisdom from those who are now gone. As long as you have The Empty Throne invested, it grants you a +2 item bonus to Society and Lore checks made to Recall Knowledge regarding individuals who are no longer alive (such as checks to learn about Taldor's historical founder, but not to learn about its current empress). This increases to a +3 item bonus if you are at least 17th level.

Activate [one-action] envision Frequency once per day; Effect You overwhelm a target you can see within 60 feet with feelings of helplessness and loss. The creature must attempt a Will DC equal to your class DC.

Critical Success The target is unaffected.
Success The target can't benefit from circumstance or status bonuses for 1 round.
Failure The target can't benefit from circumstance or status bonuses for 1 day, and the target's allies are unable to benefit from circumstance or status bonuses while within 15 feet of the target.
Critical Failure As failure, except the duration is 1 week.

Trained Skills:
Note: Deductive Improvisation (all untrained skills are rolled with my investigator level, rather than the usual 0)
Arcana +22e
Crafting +20
Diplomacy +20
Medicine +25m (includes +2 item)
Nature +19
Occultism +26m (includes +2 item)
Performance +16
Religion +23m
Society +24m (note +2 from Empty Throne, where applicable)
Survival +24m (includes +1 item)
Astrology +20t
Fortune Telling +22e

Available gold: