Oloch

mike's other character's page

66 posts. Alias of Mike...R.


Race

Init +3 | Perc +4 | SM +6 | Speed 20' | Blessings 5/5, Fervor 4/4, S Weapon 4/4 | Spells 1st 4/4, 2nd 2/2 | Active Conditions:

Gender

Oloch - Half-orc Warpriest 4 | HP 36/36 | AC 21 / 11 / 20FF | Fort +6, Reflex +2, Will +6 | CMD 18 / 17 FF |

About mike's other character

Oloch
Male half-orc warpriest of Gorum 4
CN Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
hp 36 (4d8+13)
Fort +6, Ref +2, Will +6
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 greatsword +9 (2d6+7/19-20) or
. . armor spikes +7 (1d6+4)
Ranged mwk composite longbow +5 (1d8+4/×3)
Special Attacks blessings 5/day (Glory: glorious presence, War: war mind), channel positive energy 2/day (DC 14, 1d6), fervor 4/day (1d6), sacred weapon (1d6, +1, 4 rounds/day)
Warpriest Spells Prepared (CL 4th; concentration +6)
. . 2nd—bull's strength, weapon of awe[APG] (DC 14)
. . 1st—bless, divine favor, remove fear, shield of faith
. . 0 (at will)—create water, detect magic, guidance, stabilize
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Statistics
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Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 10
Base Atk +3; CMB +7; CMD 18
Feats Furious Focus[APG], Power Attack, Toughness, Weapon Focus (greatsword)
Traits finish the fight, reactionary
Skills Acrobatics -4 (-8 to jump), Climb +3, Heal +6, Intimidate +6, Knowledge (religion) +4, Perception +4, Perform (percussion instruments) +1, Sense Motive +6, Spellcraft +4, Survival +6, Swim +3; Racial Modifiers +2 Intimidate, +2 Perception
Languages Common, Orc
SQ orc blood
Combat Gear wand of cure light wounds (6 charges), acid, alchemist's fire; Other Gear +1 armor spikes full plate, +1 greatsword, arrows (20), mwk composite longbow (+4 Str), backpack, Drum, iron holy symbol of Gorum[UE], spell component pouch, waterskin, 17 gp
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Special Abilities
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Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white only).
Fervor (1d6, 4/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Weapon +1 (4 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Positive Energy 1d6 (2/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.