Dr Davaulus

Victor Mordenheim's page

253 posts. Organized Play character for Luke_Parry.


Full Name

Victor Mordenheim

Race

Half-Orc

Classes/Levels

Ex-Cleric 1 / Spiritualist(Phantom Blade) 6 (HP 38/52) (AC 21/11/20) (CMD 20) (Fort +13, Ref +7, Will +15) (Init +1) (Perception +20)

Gender

Male

Size

Medium (6'2")

Age

32

Alignment

Lawful Neutral

Deity

?

Languages

Common, Orc, Kelish, Goblin, Aklo, Necril, Shoanti, Tien, Abyssal, Infernal

Strength 21
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 14
Charisma 7

About Victor Mordenheim

+1 damage on attacks with slashing weapons against living opponents!

Initiative: +1 [+1 Dex]
Senses: 60' Darkvision, Perception +20
Speed: 30' (20' in Armour)

AC: 21 (10 + 10 (+1 Full Plate) + 1 Dexterity)
Touch: 11 (10 + 1 Dexterity)
Flat-footed: 20 (10 + 10 (+1 Full Plate))

Hit Points: 52/52 (38 class + 14 Con)

Fort: +13 Ref: +7 Will: +15

+2 Save Vs. Emotion and Fear effects
+2 Profane bonus on Will saves Vs. Negative Energy

Combat:

BAB: +4 CMB: +9 CMD:20

Melee:
+2 Ghost-Touch Fauchard +9; 1d10+15; 18+/x2 (Type: Slashing) (Reach, Trip)

Clanky's Arm +8; 1d6+9; 20/x2 (Type: Bludgeoning)

Skills:

Skill Points per level(Cleric): 2 (Class) + 1 (Intelligence)
Skill Points per level(Spiritualist): 4 (Class) + 1 (Intelligence) + 1 (FC)

Acrobatics -3 (+1 Dex - 4 ACP) (-4 on Jump checks)
Appraise +1
Bluff -2 (-2 Cha - 2 Racial + 2 Hubris)
Climb +1 (+5 Str - 4 ACP)
Craft(Any) +1
Diplomacy -2 (-2 Cha - 2 Racial + 2 Hubris)
Disable Device -2 (+1 Dex + 1 rank - 4 ACP)
Disguise +0 (-2 Cha + 2 Hubris)
Escape Artist -3 (+1 Dex - 4 ACP)
Handle Animal +1 (-2 Cha + 1 rank + 2 Hubris)
Heal +2
Intimidate +0 (-2 Cha + 2 Hubris)
Knowledge(Arcana) +8 (+1 Int + 4 ranks + 3 class skill)
Knowledge(Dungeoneering) +8 (+1 Int + 4 ranks + 3 class skill)
Knowledge(Geography) +5 (+1 Int + 1 rank + 3 class skill)
Knowledge(History) +5 (+1 Int + 1 rank + 3 class skill)
Knowledge(Local) +5 (+1 Int + 1 rank + 3 class skill)
Knowledge(Nature) +5 (+1 Int + 1 rank + 3 class skill)
Knowledge(Planes) +8 (+1 Int + 4 ranks + 3 class skill)
Knowledge(Religion) +8 (+1 Int + 4 ranks + 3 class skill)
Linguistics +11 (+1 Int + 7 ranks + 3 class skill)
Perception +20 (+2 Wis + 7 ranks + 3 class skill + 1 trait + 2 Alertness + 5 Eyes)
Perform(Any) +0 (-2 Cha + 2 Hubris)
Ride -3 (+1 Dex - 4 ACP)
Sense Motive +2 (+2 Wis - 2 Racial + 2 Alertness)
Sleight of Hand -2 (+1 Dex + 1 rank - 4 ACP)
Spellcraft +5 (+1 Int + 1 rank + 3 class skill)
Stealth -3 (+1 Dex - 4 ACP)
Survival +2
Swim +3 (+5 Str - 4 ACP)
Use Magic Device +4 (-2 Cha + 1 rank + 3 class skill + 2 Hubris)

Feats:

1st: Heavy Armour Proficiency
1st (Half-Orc Bonus Feat): Endurance
1st (Ex-Cleric Bonus Feat): EWP: Fauchard
3rd: Phalanx Formation
4th (Spiritualist Bonus Feat): Power Attack
5th: Iron Will
7th: Familiar Bond

Traits:
Observant:
Sometimes it helps to pay attention to your surroundings and the people you meet.

Benefit: Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.

Fate's Favored:
The fates watch over you.

Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Racial Features:
Darkvision:
Half-orcs can see in the dark up to 60 feet.

Pariah:
While many cultures discriminate against half-orcs, in some, particularly dwarven communities, half-orcs are complete social pariahs. It goes without saying that such a culture does not provide outlets for a half-orc to practice with traditional orc weapons. The few half-orcs who survive to adulthood in such harsh social climates are deeply scarred by their abusive treatment and find it hard to express and understand normal emotions. Such half-orcs gain a +2 racial bonus on saving throws against emotion and fear effects and a –2 penalty on Bluff, Diplomacy, and Sense Motive checks. This racial trait replaces weapon familiarity.

Sacred Tattoo:
Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Shaman’s Apprentice:
Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Orc Blood:
Half-orcs count as both humans and orcs for any effect related to race.

Class Features:
Unknown Aura (Su):
A channeler of the unknown never radiates an alignment aura, as if under the effect of a permanent undetectable alignment spell.

This replaces the cleric’s aura.

Channel Entropy (Su):
A channeler of the unknown can channel entropy as a cleric channels negative or positive energy, releasing a wave of twisting void that harms creatures in the area of effect. The amount of damage dealt is equal to that an evil cleric of her level would deal by channeling negative energy, except it affects living, unliving, and undead creatures alike. This functions in all other ways as a cleric’s channel energy class feature, including benefiting from feats that affect channel energy (such as Selective Channeling).

This alters channel energy.

Power of the Unknown:
A channeler of the unknown has lost the benefit of the domains granted by her deity, but the unknown entity that answers her supplications instead grants her the benefits of one domain from the following list: Darkness, Destruction, Luck, Madness, or Void. Instead of a single domain spell slot, the channeler of the unknown gains two domain spell slots per spell level she can cast. A channeler of the unknown cannot select a subdomain in place of the domain available to her.

This alters the cleric’s domains.

Luck Domain - Bit of Luck (Sp):
You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (5/day).

Spontaneous Casting:
Instead of converting prepared spells into cure or inflict spells, a channeler of the unknown can channel stored spell energy into her domain spells. She can lose a prepared spell, including a domain spell, to spontaneously cast a domain spell of the same spell level or lower.

This alters spontaneous casting.

Phantom Weapon:
A phantom blade begins play with an ectoplasmic sentient weapon known as a phantom weapon whose weapon type is chosen by the phantom blade. The weapon type must be one with which the phantom blade is proficient. A phantom weapon functions similarly to the black blade of the bladebound magus archetype (Pathfinder RPG Ultimate Magic 47) except as noted on the Phantom Weapon Progression table on page 6 and in the descriptions below. A phantom blade with this class feature can’t have a phantom of any kind, even from another class.

This replaces phantom, phantom recall, spiritual bond, and dual bond.

Spell Combat (Ex):
A phantom blade can cast spells and wield her phantom weapon at the same time. This functions as the magus’s spell combat class ability (Ultimate Magic 10).

This replaces etheric tether, shared consciousness, fused consciousness, and empowered consciousness.

Spellstrike (Su):
At 2nd level, a phantom blade can deliver spells through her phantom weapon. This functions like the magus’s spellstrike class ability (Ultimate Magic 10) except the only weapon the spiritualist can use to deliver spells is her phantom weapon.

This replaces bonded senses.

Spirit of War (Ex):
At 3rd level and every 5 spiritualist levels thereafter, a phantom blade gains a bonus combat feat. The spiritualist must meet the prerequisites for these feats, but she treats her spiritualist level as her base attack bonus (in addition to base attack bonuses gained from other classes and racial Hit Dice) for the purpose of qualifying for these feats. The phantom blade also treats her spiritualist level as her fighter level for the purpose of selecting feats with a minimum number of fighter levels as a prerequisite.

This replaces bonded manifestation.

Etheric Focus (Ex):
At 4th level, the phantom blade can use her phantom weapon to aid her in casting spells with thought components. She can center herself (Pathfinder RPG Occult Adventures 144) as a swift action. At 12th level, the spiritualist can center herself as a free action.

This ability replaces spiritual interference and greater spiritual interference.

Detect Undead (Sp):
At 5th level, a spiritualist’s connection with the Ethereal Plane becomes so strong that she can use detect undead at will as a spell-like ability with a caster level equal to her spiritualist level.

Phantom Blade, Nyarlathotep's Whisper:

Int 8
Wis 8
Cha 12
Ego 8

Alertness (Ex):
While the phantom blade is wielding or harboring her phantom weapon, she gains the Alertness feat.

Phantom Touch (Ex):
A phantom weapon is always treated as a ghost touch weapon, regardless of weapon type or any other abilities modifying the weapon. If the phantom weapon would ever be destroyed, it is instead harbored in the spiritualist’s consciousness for 24 hours.

Telepathy (Su):
While the phantom blade is wielding or carrying her phantom weapon, she can communicate telepathically with the weapon.

Weapon of the Mind (Ex):
The phantom blade can harbor her phantom weapon in her consciousness or manifest it in its ectoplasmic form. The phantom blade can manifest the weapon through a ritual that takes 1 minute to perform. Harboring the phantom weapon requires a full-round action. While the weapon is harbored, the phantom blade gains Improved Unarmed Strike as a bonus feat and treats her unarmed strike damage as a monk of her level – 2. If the phantom blade already has this feat, she instead gains Weapon Focus (unarmed strike). The phantom blade’s unarmed strikes gain the phantom weapon’s enhancement bonus and other abilities when the weapon is harbored. The phantom weapon also recovers a number of hit points equal to its ego score every hour that it is harbored.

Quick Manifest (Ex):
At 3rd level, the phantom blade can manifest her phantom weapon as a swift action.

Ectoplasmic Pool (Ex):
At 5th level, the phantom blade gains a reservoir of excess ethereal energy and ectoplasm that she can draw upon to improve her phantom weapon. This pool has a number of ectoplasmic points equal to half her spiritualist level + her Wisdom modifier (0/5 used). The pool refreshes once per day when the spiritualist refreshes her daily spells.

The phantom blade can spend a number of ectoplasmic points to enhance or modify her phantom weapon. As a free action, she can spend 1 point to manifest or harbor her weapon. The spiritualist can also spend 2 ectoplasmic points as a free action to allow attacks made with her phantom weapon to resolve against touch AC for 1 round.

As a swift action, she can spend 2 ectoplasmic points to grant the weapon one of the following weapon special abilities for 1 minute: corrosiveUE, defending, flaming, frost, keen, mercifulUE, shock, or throwing. At 11th level, she can spend 3 ectoplasmic points to grant the weapon one of the following weapon special abilities for 1 minute: corrosive burstUE, disruption, flaming burst, holy, icy burst, shocking burst, or unholy. At 15th level, she can spend 5 ectoplasmic points to grant the weapon one of the following weapon special abilities for 1 minute: brilliant energy, dancing, or speed. A phantom blade can spend an appropriate number of points to grant the weapon multiple abilities as one action. A phantom weapon cannot have a modified bonus higher than +10.

Cleric Spells:
Orisons: Create Water, Guidance, Stabilize

1st level (1+2): Endure Elements, True Strike (0/2 used)

Spiritualist Spells:
Knacks: Detect Magic, Grave Words, Mage Hand, Message, Read Magic, Telekinetic Projectile
1st level (0/5 used): Burst of Adrenaline, Chill Touch, Cure Light Wounds, Remove Fear
2nd level (0/4 used): False Life, Lesser Restoration, Resist Energy, See Invisibility

Equipment:

Combat
+1 Full Plate

--=Worn=--
Hubris Coil
Explorer's Outfit
Spring-Loaded Wrist Sheath #1:
- Wand of Shield (42/50)
Spring-Loaded Wrist Sheath #1:
- Potion of Enlarge Person
Dark Life Ring
Long Gloves
Eyes of the Eagle
Skinsaw Mask
Belt of Giant Strength +2
Cloak of Resistance +2 (base garment created with Nightmarish Pigments)
Lynx Eye Charm

--=MW Backpack=--
Waterskin
Crowbar
Grappling Hook
50' Silk Rope
Collapsible Rowboat
Compressed Air x2
Wand of CLW (27/50)

--=Belt Pouch 1=--
Flint and Steel
Potion of Enlarge Person x2
Scavenger's Stone

Coins: 13472gp

Familiar, Ioun Wyrd:

N Tiny construct
Init +2; Senses Blindsight 30 ft.; Perception +12

DEFENSE

AC 19, touch 15, flat-footed 16 (+2 Dex, +1 Dodge, +2 Size, +4 Natural)
hp 26 (7d10)
Fort +7, Ref +4, Will +9
Immune construct traits

OFFENSE

Speed 0 ft., fly 30 ft. (average)
Melee slam +3 (1d4–3)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 4, Dex 15, Con —, Int 9, Wis 14, Cha 5
Base Atk +4; CMB +4; CMD 12
Feats Dodge
Skills Disable Device +3, Fly +10, Handle Animal -2, Knowledge(Arcana) +3, Knowledge(Dungeoneering) +3, Knowledge(Geography) +0, Knowledge(History) +0, Knowledge(Local) +0, Knowledge(Nature) +0, Knowledge(Planes) +3, Knowledge(Religion) +3, Linguistics +6, Perception +12, Sleight of Hand +3, Spellcraft +0, Use Magic Device -2
Languages Common, Draconic, Giant, Sylvan, Ancient Osiriani, Azlanti, Thassilonian, Terran (can’t speak)
SQ Ioun Affinity, Share Iouns, Improved Evasion, Speak With Master

SPECIAL ABILITIES

Ioun Affinity (Su)
An ioun wyrd can integrate a number of ioun stones into its body equal to 1 + half its Hit Dice. Because an ioun wyrd sees all ioun stones as equal and gains no benefits from them, the wyrd’s ioun stones can be swapped out by any creature the wyrd trusts.

Share Iouns (Su)
A character with an ioun wyrd familiar gains the benefit of the wyrd’s ioun stones as long as the character is within 30 feet of the ioun wyrd.