Lizardfolk Scion

Vaard Ono'barv of the Flame's page

105 posts. Alias of Dennis Harry.


Full Name

Vaard - Cold Sun Lizardfolk

Race

Humanoid 2/Fighter 1/Cleric 4/Hierophant 1 - HP = 73/73 |AC = 24| CMD =16 | F + 13| R + 2| W + 9| Init + 5 | Per +10 | Channel 10/10 | MP 5/5

Classes/Levels

Shadow's Status |

Gender

Male

Size

Medium

Age

27

Languages

Draconic, Common, Celestial,

Strength 12
Dexterity 12
Constitution 18
Intelligence 12
Wisdom 21
Charisma 15

About Vaard Ono'barv of the Flame

HP = 64
(Cleric 5, 4, 7, 4) (Fighter 5) (Lizardfolk 8, 4) (Hierophant 4) (CON Bonus 28) (Favored Class Cleric +4)

XP = 23,799

Speed 30', Swim 15'
Initiative +5

Offense:
Base Attack Bonus: +4

Standard Melee Attack:
Bite:[dice]1d20+5[/dice], [dice]1d4+1[/dice]
Claw (x2): [dice]1d20+5[/dice], [dice]1d4+1[/dice]
MultiAttack
Bite:[dice]1d20+5[/dice], [dice]1d4+1[/dice]
Claw (x2): [dice]1d20+5-2[/dice], [dice]1d4+1[/dice]

Morningstar +1 [dice]1d20+4+1+1[/dice], [dice]1d8+1+1[/dice]

Standard Ranged attack:
Javelin: [dice]1d20+5[/dice], [dice]1d6+1[/dice]
Fire Bolt [dice]1d20+5[/dice] Ranged Touch 30' [dice]1d6+1[/dice] 8x Per Day

CMB: +5

Defense
AC: 24 (Natural +5, Masterwork Breastplate +6, Dex Bonus +1, Heavy Wooden Shield +2)
CMD: 16
Fortitude +13
Reflex +2
Will + 9

Skills:
Herald Caller 4+INT – Fighter 2+ INT – Lizardfolk - Acrobatics +6 (2 Ranks), Perception +1 (1 Rank), Swim +8 (4 Ranks)

Acrobatics (Dex) (Ranks 2) +10 (-3 Armor & -2 Shield)
Appraise (Int),
Bluff (Non-Class) (Ranks 1) +3
Climb (Str) (Ranks 2) +6 (-3 Armor & -2 Shield)
Craft (Int),
Diplomacy (Cha),
Handle Animal (Cha)
Heal (Wis), (Ranks 2) +9
Intimidate (Cha) (Ranks 2) +7
Knowledge (arcana) (Int),
Knowledge (dungeoneering) (Int),
Knowledge (engineering) (Int),
Knowledge (history) (Int),
Knowledge (nobility) (Int),
Knowledge (planes) (Int), (Ranks 1) +5
Knowledge (religion) (Int), (Ranks 3) +7
Linguistics (Int), (Ranks 3) +7
Perception (Wis) (Ranks 2) +10
Profession (Wis),
Ride (Dex)
Sense Motive (Wis), (Ranks 5) +13
Spellcraft (Int). (Ranks 3) +7
Survival (Wis), (Ranks 3) +11
Swim (Str). (Ranks 4) +12 (-3 Armor & -2 Shield)

Feats:
(1)

Multiattack:
This creature is particularly skilled at making attacks with its natural weapons.
Prerequisite: Three or more natural attacks.
Benefit: The creature’s secondary attacks with natural weapons take only a –2 penalty.
Normal: Without this feat, the creature’s secondary attacks with natural weapons take a –5 penalty.

(Fighter 1) Improved Initiative, (3) Sacred Summons - Summon creatures as a standard not full round action. (5) Extra Channel. (6) Clarifying Channel (1x per day).

Bonus: Augmented Summoning (Summoned Creatures receive +4 to Strength & Constitution)

(Mythic Feat)

Mythic Extra Channel:
Your mythic power gives you additional uses of channel energy each day.
Prerequisites: Extra Channel, channel energy class feature.
Benefit(s): You can channel energy an additional two times per day. Additionally, if you have no uses of channel energy remaining, you may expend two uses of mythic power to use your channel energy ability.

Proficient all Simple and Martial weapons and all Arms and Armor.

Racial Traits:
Hold Breath (4x Con SCORE in minutes), +5 Natural AC, HD = 2d8+CON, Bite & 2 Claws 1d4 all attacks, Fort +3, BAB +1, Skills Acrobatics +2, Perception +1, Swim +8 + Acrobatics Bonus of +4, Swim 15’,

Class Traits Cleric (Herald Caller):

Dedicated Summmoner:

A herald caller depends on summoned allies to overcome her foes, which affords her little experience with the martial pursuits typical of other clerics and a narrower spiritual focus. A herald caller can choose only one domain from her deity’s list of domains, rather than the normal two domains, and she doesn’t gain proficiency with medium armor or shields.
This ability alters the cleric’s domains and armor proficiencies.

Call Heralds - Spontaneous Summons:

A herald caller can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter.

Divine Heralds:

A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Clerics), creatures whose alignment matches at least one aspect of her deity’s alignment, and creatures of an elemental subtype that matches a domain granted by the deity (if any). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template, and a herald caller of a lawful deity can instead summon it with the resolute template.
Because of these summoned monsters’ strong ties to the herald caller’s deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language (though this doesn’t give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected.

Channel Energy - 4d6 - 10x Per Day Will Save DC 14

Spontaneous Cure Spells:
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

Spells: 0 - 4 - Detect Magic, Create Water, Detect Poison, Light, Resistance
1st - 5+D - Burning Disarm (x2), Sanctuary, Shield of Faith, Divine Favor, (D Burning Hands)
2nd - 3+D Bulls Strength, Shield Other, Imbue with Elemental Might (D Produce Flame)

Domain - Fire
Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

Mythic Tier 1 Hierophant:

Mythic points: 5/5

Mythic Surge (Su):

You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Mythic Power:

Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Hard to Kill (Ex):

Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Inspired Spell – Divine Surge:

You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don’t need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.

Relentless Healing – Path Ability:

You can restore life to the recently dead. If a creature has died within 1 round, as a free action you can expend one use of mythic power to apply healing magic to that creature. This healing can be from a spell or effect you cause or from a magic item you wield. If this healing brings the creature’s hit points above the threshold for death, it comes back to life and stabilizes at its new hit point total (similar to the way breath of life functions); otherwise, it remains dead. Alternatively, you can expend two uses of mythic power on a dead creature that would have the ability to magically heal itself if it were alive (such as a dead cleric with a prepared cure light wounds spell) in order to trigger the most powerful healing magic it knows or has prepared. If this brings the creature’s hit points above its death threshold, it returns to life.

Equipment:
Equipment: MW Morningstar +1, MW Heavy Wooden Shield, 10 Javelins, Quiver, Potion of CLW, Potion of Bull's Strength, Battle harness and pouches

2 Sunrods, 2 days rations, full waterskin, and 50' rope.

Belt slot: Mankini of Physical Might +2 to STR and CON
Headband Slot: Phylactery of Positive Channeling
Incandescent Blue Ioun Stone +2 Wisdom
Ring of Feather Falling
Hat of Disguise

Basically, an ampoule is a potion. Sticking one in your mouth is a standard action which provokes an AoO, but that doesn't activate it. Activating one is an immediate action which does not provoke an AoO. You can keep a single unactivated ampoule in your mouth indefinitely (within reason) and an ampoule hidden in your mouth gives you a +20 to your Sleight of Hand checks to conceal it should you be searched. Each of you gets one box. Each contains the following:
3 x antitoxin
3 x Vanish (CL 5)
3 x Heroism (CL 5)
3 x Cure Moderate Wounds (Repair Moderate Damage for Cole) (CL 5)
1 x Tongues (CL 5)
1 x Expeditious Retreat (CL 5)
1 x Reduce Person (CL 5)
1 x Jump (CL 5)

Background:
Under attack. Always under attack. Whether it was another Cold Sun tribe, the Blackscales, the Poisondusk, or the settlers from Galifer, Vaard Ono'barv's tribe has been threatened from without for as long as he can remember. As a child he helped defend against raids from rival tribes. After his tribe's previous chieftan was killed in a raid and Pooma assumed control, Vaard vowed never to let it happen again.