Gnoll

Storm Adder's page

372 posts. Alias of ChesterCopperpot (RPG Superstar 2015 Top 32, Contributor).


Full Name

Storm Adder

Race

HP 155/248 | AC 40 | F +29 R +27 W +33, Gr. Resolve | Perc +31 | 10: 0/1 9: 0/3 8: 0/3 7: 0/3, 6: 1/3, 5: 3/3, 4: 3/3, 3: 3/3, 2: 3/3, 1: 3/3 DC 45

Classes/Levels

Speed 30 ft | focus 1/3| Hero 0 | Curse Level: Moderate| Active Conditions: heroism, regeneration 15, true sight

Gender

CN male (he/him) suli gnoll oracle 20

About Storm Adder

Storm Adder Oracle 20
CN Medium Gnoll Suli Humanoid
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Perception +31; Low-Light Vision Darkvision
Languages Common, Mwangi, Tien
Skills Acrobatics +24, Arcana +24, Athletics +29, Crafting +22, Deception +27, Diplomacy +27, Intimidation +37, Lore: Gladiator +24, Medicine +34, Nature +26, Occultism +22, Performance +35, Religion +26, Society +22, Stealth +22, Survival +26, Thievery +22

Abilities Str +4, Dex +0, Con +3, Int +1, Wis +2, Cha +6

Items +2 Resilient Studded Leather, Adventurer's Pack, Healer's Gloves (Greater), Healer's Tools, Boots of Bounding, Lifting Belt, Healing Potion (Moderate), iron medallion, greater holy prayer beads, bag of holding III, greater ring of cold resistance, greater ring of electricity resistance, scroll of tongues, major staff of illusions, scroll of ethereal jaunt, mask of the banshee, Troubadour's Cap. third eye, necklace of fireballs (IV)[/i] 582 gp + 1400 gp

AC 40, Fort +29, Ref +27, Will +33; Resolve, Resist cold 10, electricity 10
HP 248

Speed 30 feet
Melee +3 Mj. Striking Conducting Ghost Touch Speed Wish Blade +301(Disarm, Geniekin, Resonant, Two-Hand d10, Uncommon, Evocation, Magical), Damage 4d6+7 (S)
Melee Morningstar +28 (Versatile P), Damage 1d6+6 (B)
Ranged +1 Gr. Striking Returning Trident +27 (Thrown 20 ft., Evocation, Magical), Damage 3d8+4 (P)

Actions and Activities:

◆ Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine. Requirements You are holding or wearing healer's tools. You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

◇ Bespell Weapon Frequency once per turn. Requirements Your most recent action was to cast a noncantrip spell. You siphon the residual energy from the last spell you cast into one weapon you're wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast.
Abjuration force damage
onjuration or Transmutation the same type as the weapon
Divination, Enchantment, or Illusion mental damage
Evocation a type the spell dealt, or force damage if the spell didn't deal damage
Necromancy negative damage;

◇ Conduct Energy (w/Conducting Wish Blade) Requirements Your last action or spell this turn had the acid, cold, electricity, fire, or sonic trait.
You channel energy into your weapon. The weapon deals 1 additional damage per weapon damage die until the start of your next turn. This damage type matches the trait of the triggering action or spell. If your triggering action or spell had multiple eligible traits, you select one of those traits. Conducting: The weapon deals an additional 1d8 damage of the selected type instead of 1 additional damage per die; if the weapon already had the resonant weapon trait, it deals 1d8 damage plus 1 damage per die instead. On a critical hit, the weapon deals 1d8 persistent damage of the same type.

◆ or ◆◆ Doctor's Visitation (Flourish) Prerequisites Medic Dedication. 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).

◆ Elemental Assault (Arcane, Concentrate, Evocation, Suli) Frequency once per hour. You shroud your arms and held weapons in elemental magic. Choose one element. Until the end of your next turn, your Strikes deal an additional 1d6 damage of the indicated type and have the trait corresponding to the element: electricity for air, bludgeoning for earth, fire for fire, or cold for water.

◆◆ Treat Condition (Healing, Manipulate, Skill) Prerequisites Medic Dedication Requirements You are holding healer's tools, or you are wearing them and have a hand free. 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.
Holistic Care
You provide emotional and spiritual care. Add frightened, stupefied, and stunned to the list of conditions you can reduce with Treat Condition. If the stunned condition has a duration instead of a value, you can't use Treat Condition to reduce it.

Items
◆ Healer's Gloves (Greater) (Invested, Magical, Necromancy) Activate Interact; Frequency once per day; Effect You can soothe the wounds of a willing, living, adjacent creature, restoring 4d6+15 Hit Points to that creature. This is a positive healing effect. You can’t harm undead with this healing (X)

◆ Lifting Belt (Invested, Magical, Transmutation) Activate Interact; Effect You lift an object of up to 8 Bulk as though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you can attempt to Force it Open using Athletics as part of this activation. The object still has its full weight and Bulk for all other purposes-you just ignore that weight. The effect lasts until the end of your next turn.

Divine Known Spells DC 45, attack +35
10th Miracle, Avatar (1 slot)
9th Overwhelming Presence, Voracious Gestalt, Wail of the Banshee(3 slots)
8th Devour Life (Sig),Spiritual Epidemic, Moment of Renewal (2 slots)
7th Finger of Death (sig), Regenerate, Dimensional Lock
6th True Seeing (Sig), Blade Barrier, Repulsion (3 slots)
5th Prying Eye, Shadow Blast (Sig), Breath of Life (3 slots)
4th Weapon Storm (Sig), Air Walk, Restoration (3 slots)
3rd Fear (H+2), Show the Way, Blindness (Sig) (3 slots)
2nd Faerie Fire, Harm (H+1) (Sig), Water Breathing (3 slots)
1st Heal (Sig), Alarm, Thoughtful Gift (3 slots)
Cantrips (8th): Shield, Detect Magic, Stabilize, Read Aura, Daze, Electric Arc

Innate Arcane Spells DC 45, Spell Attack +35: Read omens, Invisibility (H+2)

Focus Spells (3 points)
◆◆Pushing Gust Range 500 feet; Targets 1 creature Saving Throw Fortitude Giving the air a push, you buffet the target with a powerful gust of wind; it must attempt a Fortitude save.
Critical Success: The target is unaffected.
Success: The target is pushed 5 feet away from you.
Failure: The target is pushed 10 feet away from you.
Critical Failure: The target is pushed 10 feet away from you and knocked prone.

Tempest Touch Range touch; Targets 1 creature Saving Throw Fortitude Your touch calls forth a churning mass of icy water that clings to your target, dealing 1d4 bludgeoning damage and 1d4 cold damage. The target must attempt a Fortitude save.
Critical Success The target is unaffected.
Success The target takes half damage and a –5-foot circumstance penalty to its Speeds until the end of your next turn.
Failure The target takes full damage and a –10-foot circumstance penalty to its Speeds until the end of your next turn.
Critical Failure As failure, but the target takes double damage. Heightened (+1) The bludgeoning and cold damage each increase by 1d4. (10th: 10d4 B, 10d4 cold)

◆◆Debilitating Dichotomy Range 30 feet; Targets 1 creature other than you Save Will You reveal a glimpse of the impossible conflicts between the divine anathema behind your curse, forcing you to reckon with another's conflicts as well. You and the target each take 27d6 mental damage with a basic Will save, and the target is stunned 1 if it critically fails its save. You get a degree of success one better than you rolled for your saving throw.
Heightened (+1) The damage increases by 3d6. (10th: 21d6)

◆◆ Thunderburst Range 100 feet; Area 30-foot burst; Saving Throw Fortitude
You create a powerful blast of air and a loud peal of thunder, dealing 2d6 bludgeoning damage and 2d6 sonic damage. Each creature in the area must attempt a Fortitude save.

Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is deafened for 1 minute.
Critical Failure The creature takes double damage and is deafened for 1 hour.
Heightened (+2) Increase each type of damage by 2d6 and the area by 5 feet. (8d6 B, 8d6 S)

Mystery and Curse:

Mystery Benefit You can see perfectly through wind and water, and you send electric charges through both air and water. You never take penalties to Perception from wind, rain, fog, or other precipitation, or from looking through water or being underwater, and such conditions don't cause anything to be concealed from you.

Curse of the Perpetual Storm
You are the center of your own tiny tempest, ever surrounded by wind and rain that worsens the more you tap into your elemental powers. Even when you are calm and at rest, your hair and clothing are blown about by gentle winds, you are slightly damp, and your touch often comes with a static shock.

Minor Curse An aura of a whirling storm whips up in a 5-foot emanation around you and in your space. The aura puts out small non-magical fires 1 round after they're lit or brought into your aura.

Electrical energy builds up within your storm, turning you into a lightning rod; you gain weakness 2 to electricity, and electricity spells or effects that have additional effects for a creature wearing or holding metal treat you as though you were wearing metal.

Moderate Curse Your minor curse's aura expands to a 10- foot emanation and carries rain on the winds. The whirling winds impose a –2 circumstance penalty on ranged attack rolls using physical ammunition that target you or originate from you. Your weakness to electricity increases to 5 or half your level, whichever is greater, but torrential rain grants you an equal amount of fire resistance.

Major Curse Your minor curse's aura expands to a 15-foot emanation and grows stronger. High winds blowing outward in the aura impede creatures' progress. The aura is difficult terrain for Large and smaller creatures on the ground, and for Huge or smaller flying creatures. You aren't affected by this difficult terrain.

The electricity arcing through you becomes dangerous. Any creature that touches you, including with a touch spell or a melee unarmed attack, takes 1d6 electricity damage.

Ancestry Feats
Genie Weapon Familiarity, Elemental Assault, Genie Weapon Flourish, Elemental Embellish, Continuous Assault

Class Feats
Medic Dedication, Divine Access (Diomazul), Bespell Weapon, Debilitating Dichotomy, Doctor's Visitation, Vision of Weakness, Quickened Casting, Resuscitate, Scapegoat Parallel Self

General Feats
Ancestral Paragon, Untrained Improvisation

Skill Feats
Stitch Flesh, Battle Medicine, Continual Recovery, Ward Medic, Assurance (Medicine), Advanced First Aid, Treat Condition, Holistic Care, Battle Cry, Legendary Medic, Terrified Retreat, Scare to Death, Robust Recovery

Additional Specials Assurance (Medicine), Bite (Gnoll), Major Curse, Mystery (Tempest), Mystery Domain Spell (Air), Oracular Curse, Revelation Spells, Signature Spells, Advanced First Aid, Assurance (Medicine), Continual Recovery, Divine Access (Diomazul), Elemental Embellish, Genie Weapon Familiarity, Genie Weapon Flourish, Impressive Performance, Medic Dedication, Suli, Untrained Improvisation, Ward Medic

Macros:

[dice=Perecption]1d20+25[/dice]
[dice=Fortitude]1d20+27[/dice]
[dice=Reflex]1d20+24[/dice]
[dice=Will]1d20+30[/dice] and Resolve

[dice=Spell Attack]1d20+29[/dice]
[dice=+2 Striking Conducting Wish Blade]1d20+28[/dice] for [dice=Slashing]3d10+6[/dice]
[dice=+2 Striking Conducting Wish Blade (Bespelled)]1d20+28[/dice] for [dice=Slashing]3d10+6[/dice] and [dice=ENERGY]1d6[/dice]
[dice=+2 Striking Conducting Wish Blade (Bespelled/Conducting)]1d20+29[/dice] for [dice=Slashing]3d10+4[/dice] and [dice=ENERGY]1d6+1d8+3[/dice]
[dice=+1 Returning Trident[/dice]1d20+25[/dice] for [dice=piercing]1d8+4[/dice]

Notes: Divine Access: 1) 1st phantom pain, 2nd slough skin, 4th weapon storm