Osred

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Size/Type Human, 13th-Level Cleric / 5th-Level Thaumaturgist
Medium Humanoid (Human)
Hit Dice 13d8+5d4+72 (146 hp)
Initiative +3.
Speed 40 ft. (8 squares) (Permanent Haste)
Armour class 42 (+3 Dex, +4 natural, +1 haste, +13 Full Plate (+5), +6 Shield, +5 ring of prot.) touch 19, flatfooted 38
Base Attack/Grapple +11/ +16
Attack Holy Cold-Iron Morningstar +5 +22 (1d8+9) or Sling +5 (Bane - Evil Outsiders) +20(1d4+9)
Full Attack Holy Cold-Iron Morningstar +5 +22/+22/+17/+12 (1d8+9) or Sling +5 (Bane - Evil Outsiders) +20/+20/+15/+10 (1d4+9)
Space/Reach 5 ft./5 ft.
Special Attacks Turn Undead (Su) 8/day (turn level 18) (turn damage 2d6+23)
Special Qualities Spell Resistance 21, Contingent Conjuration, Extended Summoning, Improved Ally; Planar Cohort, Spontaneous casting,
Saves Fort: +21, Ref: +17, Will: +27
Abilities Str 18, Dex 16, Con 18, Int 12, Wis 24, Cha 20
Skills Appraise +1; Bluff +5; Climb +1; Concentration +28; Craft (Untrained) +1; Diplomacy +5
Disguise +5; Forgery +1; Gather Information +5; Heal +7; Intimidate +5; Jump +5; Knowledge (Arcana) +6
Knowledge (Religion) +22; Knowledge (The Planes) +17; Listen +7; Ride +3; Search +1; Sense Motive +7
Spellcraft +24; Spot +7; Survival +7; Swim -2; Use Rope +3;
Feats Craft Magic Arms and Armor, Craft Wondrous Item, Greater Spell Penetration, Improved Turning
Skill Focus (Concentration), Spell Focus (Conjuration), Spell Penetration, Weapon Focus (Morningstar)

Armor Proficiency (Heavy); Armor Proficiency (Light), Armor Proficiency (Medium), Augment Summoning
Shield Proficiency, Simple Weapon Proficiency

Environment Any
Organization -
Challenge Rating 18
Treasure -
Alignment Chaotic Good
Advancement By character class
Level Adjustment +0
{{{Footnotes}}}

Description

Osred is a human cleric of Hera who specialises in contact with the celestial planes (a thaumaturgist). He stands six feet tall, and is sheathed in full plate armour that is decorated with functional, if not artistically beautiful celestial sigils. He generally carries his morningstar which is dark black in colour, along with his contrasting burnished silvery shield.

Languages Osred is capable of speaking Common and Celestial

History In order to assist in his war against the Demons and Devils, Osred has been granted a celestial cohort in the form of Nanalantar, a Bralani Eladrin fighter. Together they have waged war on evil and banished the undead to oblivion.

Demeanour He is always quick to laugh, but is deadly serious when it comes to the presence of evil on the material plane, and particularly evil outsiders or the undead.

Personal As an agent of good, Osred sees the benefit in being appropriately equipped for battle. He is a serious master item enchanter, and is capable of producing arms and armour and items of a wondrous nature. While he may not have the artistic eye for detail, the dedication that he applies to these crafts are of serious benefit in combat. It is one of Osred's great sadnesses that he does not have the skill to make his work more pleasing to the eye, and able to glorify Hera in its very beauty alone. Function will always take priority over form for him, and in a world struggling against evil, he has not the time to learn the fine arts.

Possessions:

  • Bag of Holding IV
  • Boots of Permanent Haste
  • Bedroll; Belt of Giant Strength +4
  • Blanket (Winter);
  • Cloak of Resistance +5 and Charisma +4
  • Plate of the godess: Sacred Mithral Full Plate +5 (Save Bonus +3)
  • Gloves of Dexterity +4
  • Holy Symbol (Silver)
  • Mantle of Spell Resistance
  • Mithral Heavy Shield +5 with Natural Armor Bonus +4
  • Star of Hera: - Holy Cold-Iron Morningstar +5
  • Traveler's Outfit
  • Periapt of Wisdom +4 and Constitution +4
  • Phylactery of Undead Turning
  • Wand of Cure Serious Wounds (20 Charges)
  • Ring of Protection +5
  • Ring of Universal Energy Resistance, Minor
  • Rod (Quicken)
  • Hurler of Hera: Sling +5 (Bane - Evil Outsiders)

Deity: Hera
Domains:
Sun: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
Travel: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).This granted power is a supernatural ability.

Spells: Spells per Day: (6/7+1/7+1/7+1/6+1/5+1/5+1/4+1/3+1/ DC:17+spell level)