Half-Orc Warrior

Oloch, Warpriest's page

26 posts. Alias of Pedwiddle.


Full Name

Oloch

Race

Half-Orc

Classes/Levels

Warpriest of Gorum 7 [ HP 60/60 | AC 21/T11/FF20 | Fort +8, Ref +4, Will +9 | Init +3 | Perception +4 (Darkvision) ]

Gender

Male

Size

M

Special Abilities

Blessings, Channel, Fervor, Sacred Armor, Sacred Weapon, Spells

Alignment

CN

Deity

Gorum

Languages

Common, Orc

Strength 20
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 16
Charisma 10

About Oloch, Warpriest

Crunch:

COMBAT
HP: 60
Init: +3 (1 (Dex) + 2 (Trait))
AC: 21 (Touch: 11, Flat-footed: 20) (+1 Dex, +10 Armor)
Fort: +8, Ref: +4, Will: +9
BAB: +5
CMB: +10 (5 (BAB) + 5 (Str))
CMD: 21 (10 + 5 (BAB) + 5 (Str) + 1 (Dex))

ATTACKS
Melee
+2 Greatsword (+13 to hit (+1 to hit foes he has damaged in the last 24 hours), 2d6+11 damage (S), 19-20/x2 crit.)

Ranged
Masterwork Composite Longbow (+7 to hit, 1d8+5 damage (B), 110' range, x3 crit.)

Racial and Class Features:

RACIAL FEATURES
Bestial
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.

CLASS FEATURES
Aura (Strong Chaos)
Blessings: Oloch can use any combination of his two blessing abilities (glorious presence and war mind) 6 times per day.
Channel Positive Energy: Oloch can spend two uses of fervor to channel positive energy, either healing living creatures or harming undead creatures (his choice) in a 30-foot-radius burst for 2d6 damage. Undead can make a DC 16 Will save for half.
Fervor: Oloch can heal himself for 2d6 damage as a swift action. As a standard action, he can heal a touched ally for 2d6 damage or harm an undead for 2d6 damage as a touch attack. He can also spend fervor to cast any warpriest spell as a swift action, without somatic components or provoking an attack of opportunity. If he casts a spell in this way, it can only affect him, even if it normally affects multiple targets.
Glorious Presence: Oloch can touch an ally as a standard action. For one minute, that ally is protected by a special sanctuary effect that doesn’t break for a particular enemy unless the ally attacks that enemy.
Pearl of Power: Oloch can use his pearl as a standard action to recover one of his expended 1st-level spells.
Sacred Armor (7 minutes/day): Oloch can spend a swift action to increase his full plate to +2 or to add glamered or light fortification to it. He can add these extra abilities for up to 7 minutes a day, but they don’t have to be consecutive. Once he uses this ability in a day, he has to pick the same enhancement for the rest of that day. If he wants, Oloch can spend a use of fervor to activate sacred armor and sacred weapon together in the same swift action.
Sacred Weapon (7 rounds/day): If he wants, Oloch can do 1d8 damage with his greatsword. He can also spend a swift action to increase his greatsword to +3 or to add defending, flaming, frost, keen, shock, or vicious to it. He can add these extra abilities for up to 7 rounds a day, but they don’t have to be consecutive. Once he uses this ability in a day, he has to pick the same enhancement for the rest of that day.
Spontaneous Casting (Positive)
War Mind: Oloch can touch an ally. For one minute, that ally can choose at the start of its turn to gain +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus to attack rolls, or +1 luck bonus to saving throws. The choice lasts for 1 round.

Feats, Traits, Skills, and Boons:

FEATS
Dazzling Display: As a full-round action, Oloch can roll Intimidate to demoralize all foes within 30 ft.
Furious Focus: Oloch does not take the usual Power Attack penalty to hit on his first attack each round.
Intimidating Prowess
Power Attack: Oloch can take a –2 penalty to hit with his greatsword to do +6 damage.
Shatter Defenses: If Oloch hits a shaken, frightened, or panicked opponent, they become flat-footed to Oloch until the end of Oloch’s next turn.
Weapon Focus (Greatsword)
Weapon Specialization (Greatsword)

TRAITS
Reactionary
Finish the Fight

SKILLS - Current ACP: -5
Acrobatics: 1 (0 + 1 (Dex)) (ACP)
Appraise: 0 (0 + 0 (Int))
Bluff*: 0 (0 + 0 (Cha))
Climb*: 8 (1 + 3 (Class Skill) + 5 (Str)) (ACP)
Craft*: 0 (0 + 0 (Int))
Diplomacy*: 0 (0 + 0 (Cha))
Disguise*: 0 (0 + 0 (Cha))
Escape Artist: 1 (0 + 1 (Dex)) (ACP)
Fly: 1 (0 + 1 (Dex)) (ACP)
Heal: 6 (3 + 3 (Wis))
Intimidate*: 17 (4 + 3 (Class Skill) + 5 (Str) + 0 (Cha) + 2 (Racial))
Knowledge (Religion)*: 4* (1 + 3 (Class Skill) + 0 (Int))
Perception: 8 (1 + 3 (Wis))
Perform (percussion): 1 (1 + 0 (Cha))
Ride*: 1 (0 + 1 (Dex)) (ACP)
Sense Motive*: 7 (1 + 3 (Class Skill) + 3 (Wis))
Spellcraft: 4 (1 + 3 (Class Skill))
Stealth*: 1 (0 + 1 (Dex)) (ACP)
Survival*: 7 (1 + 3 (Class Skill) + 3 (Wis))
Swim*: 8 (1 + 3 (Class Skill) + 5 (Str)) (ACP)

Spells:

0-level (unlimited/day):
Create Water: Creates 2 gallons/level of pure water. (Close range)
Detect Magic: Detects all spells and magic items within 60 ft. (60' cone, up to 1 min/level)
Guidance: The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. (Touch, 1 min or until discharged))
Light: Object shines like a torch. (Touch, 10 min/level)
Stabilize: Cause a dying creature to stabilize. (Close range, one living creature, instantaneous)

1st-level:
Bless: Each ally gains a +1 morale bonus on attack rolls and on saving throws vs fear. (50' radius, centered on caster, 1 min/level)
Divine Favor: You gain +1 per three levels on attack and damage rolls. (Personal, 1 min.)
Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it. (Close range, Immediate action)
Remove Fear: Oloch selects two creatures within 40 ft. of Oloch and within 30 ft. of each other. Oloch suppresses all current fear effects on those creatures for 10 minutes. During that time, the creatures gain a +4 morale bonus against further fear effects.
Shield of Faith: Oloch can give a touched target a +3 deflection bonus to AC for 7 minutes, which increases touch, flat-footed, and CMD as well.

2nd-level:
Grace: As a swift action, Oloch no longer provokes attacks of opportunity for movement until the end of his turn.
Resist Energy: For 70 minutes, a target Oloch touches gains 20 resistance to his choice of acid, cold, electricity, fire, or sonic.
Silence: Oloch must cast this spell for an entire round, during which it can be disrupted. If he completes the spell, just before his next turn, he can pick any object, creature, or point in space within 680 ft. (though creatures and attended objects receive a Will save, so unattended objects and allies are his best bet for a mobile silence) to radiate a 20-foot radius of silence for 7 rounds. Sound cannot originate from or pass through that area, which thwarts all spells with verbal components.
Weapon of Awe: Oloch can choose any weapon and grant it a +2 sacred bonus to damage for 7 minutes. During this time, if the weapon deals a critical hit, the target of the critical hit becomes shaken for 1 round.

3rd-level:
Daylight: Oloch can touch an object, causing it to emanate bright light for 60 ft. and raise the light by one level for the next 60 ft for 50 minutes. If there is magic darkness in that area, instead the overlapping area is unaffected by either spell.
Deadly Juggernaut: For the next 7 minutes, any time Oloch drops a foe with 3 HD or more to 0 or fewer hit points, he gains a stacking +1 luck bonus to melee attack rolls, melee damage rolls, Strength checks, and Strength-based skill checks as well as a stacking DR 2/-, to a maximum of a +5 luck bonus and DR 10/-.

Gear and Encumbrance:

ENCUMBRANCE
Current Encumbrance: Light
Light Encumbrance: up to 133 lbs.
Medium Encumbrance: 134-266 lbs.
Heavy Encumbrance: 267-400 lbs.

GEAR
acid
alchemist’s fire
scroll of air walk
scroll of effortless armor (2)
scroll of invisibility purge
wand of cure light wounds (10 charges)
spiked +1 full plate
+2 greatsword
mwk composite longbow
- 20 arrows
cloak of resistance +1
belt of giant strength +2
headband of inspired wisdom +2
pearl of power (1st)
backpack
drum
iron holy symbol of Gorum
spell component pouch
waterskin
62 gp