General Gorstav

Druga's page

45 posts. Organized Play character for Siriak.


Full Name

Druga

Race

Human (Kellid)

Classes/Levels

Cleric of Gorum 2/Fighter 1 | AC 20 (t 11) (ff 19) | F+6, R+1, W+6 | CMB +5 CMD 16 | Init +3, Per +3, SM +9 | HP 25/25 | Channel Negative Energy 3/3 | Destructive Smite 6/6 | Battle Rage 6/6 | Spells: 1st 4/4

Gender

M

Size

M

Age

29

Special Abilities

Channels Negative Energy

Alignment

CN

Deity

Gorum

Location

Absalom, Numeria

Languages

Common (Taldane), Hallit

Strength 16
Dexterity 12
Constitution 13
Intelligence 10
Wisdom 16
Charisma 10

About Druga

Druga
PFS #: 12943-8
Faction: Grand Lodge
Fame: 9
PP: 7
XP: 6

PFS Journal:

Chronicle 1: 6-01 Trial by Machine; 1 xp, 2 pp, 511 gp
Chronicle 2: Scenario 04 The Frozen Fingers of Midnight; 1 xp, 1 pp, 467 gp
Chronicle 3: 7-01 Between the Lines; 1 xp, 2 pp, 507 gp
Chronicle 4: Pathfinder Adventure Path #85 Fires of Creation; 3 xp, 4 pp, 3711 gp

Boons:

The Yagvena Family (c2): The Yagvena Family in Irrisen recognizes you as a close associate for freeing their daughter, Natalya, from her icy prison. When in Irrisen, you gain a +2 circumstance bonus on all diplomacy rolls when you mention the Yagvena family and how you assisted them.

Inner Struggle (c3): Your exposure to a mindscape has given you a unique way to fight off psychic magic. When you fail a saving throw against a mind-affecting compulsion effect, you can cross this boon off your Chronicle sheet in order to delay the effect and be stunned until the end of your next turn instead as you retreat into your own personal mindscape to fight off this hostile magic. At the end of your turn, you can attempt a new saving throw against the effect to end it. If you succeed, the effect ends. If you fail the save, the original effect overpowers your mental defenses and resumes.

Alien Language (c4): While exploring the strange ruins beneath Torch, you found that most of the writing and signs were in an alien language known as Androffan. There are enough surviving texts that you can add Androffan to the list of languages that you can learn.

Otherworldly Beasts (c4) Not all of the habitation pods that you found were broken; one contained an exceedingly rare desert-dwelling species from another world. You may select a petromin, pilo, or sorico(Pathfinder #85: Fires of Creation) as a familiar or animal companion.

Human (Kellid) Cleric Of Gorum 2 / Fighter 1 (note: Druga channels negative energy)
CN Medium humanoid (human)
Init +3; Senses: Perception +3, Sense Motive +9

Defense
AC 20, touch 11, flat-footed 19 (+1 Dex) (+9 armor)
hp 25 (2d8+1d10+3+3) (+1 Con) (+3 Toughness)
Fort +6, Ref +1, Will +6

Offense
Speed 30 ft. (20 ft. in armor)
Melee:
Adamantine Greatsword +6 (-1 with power attack) (2d6+4/19-20/x2) (+3 with power attack)
Dagger +5 (1d4+3/19-20/x2)
Armor Spikes (1d6/x2)

Special Attacks: Channel Negative Energy 3/day (DC 14, 1d6)
Domain Spell-Like Abilities: (CL 2nd; concentration +5)
6/day — Destructive Smite (+1), Battle Rage (+1)
Cleric Spells Prepared (CL 2nd; concentration +5)
1st — Bless, Bless, Shield of Faith, Magic Weapon (Domain)
0 (at will) — Stabilize, Detect Magic, Light, Create Water
Domains Destruction, War

Statistics
Str 16, Dex 12, Con 13, Int 10, Wis 16, Cha 10
Base Atk +2; CMB +5; CMD 16

Feats
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Channel Smite: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.

Improved Channel: Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.

Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Traits
Reactionary (Basic-Combat): You gain a +2 trait bonus on Initiative checks.

Sacred Conduit (Basic-Faith): Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Skills
Heal +8, Intimidate +6, Knowledge (History) +4, Knowledge (Religion) +5, Perception +3, Sense Motive +9

Languages Common (Taldane), Hallit

SQ Aura, Orisons, Channel Negative Energy, Spontaneous Casting

Combat Gear Masterwork Full Plate with Armor Spikes, Adamantine Greatsword, Dagger, Wooden Holy Symbol

Magical Gear Wand of Cure Light Wounds (47 charges), Potion of Cure Light Wounds, Scroll of Command, Scroll of Comprehend Languages, Scroll of Detect Evil, Scroll of Endure Elements, Scroll of Magic Weapon, Scroll of Protection from Evil, Scroll of Remove Fear, Scroll of Shield of Faith

Other Gear Traveler's Outfit, bedroll, backpack, holy text (2 lb), iron pot, mess kit, soap, trail rations (5), torches (10), scroll casex2, belt pouch, flint/steel, waterskin, spell component pouch, battery, healer's kit, 102 gp, 2 sp, 9 cp

Class Features:

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again.

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Spontaneous Casting: A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy.

Domains:

Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.

Destruction Domain

Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.

Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Destructive Aura (Su): At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.

Domain Spells: 1st—true strike, 2nd—shatter, 3rd—rage, 4th—inflict critical wounds, 5th—shout, 6th—harm, 7th—disintegrate, 8th—earthquake, 9th—implosion.

War Domain

Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.

Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.

Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.

Domain Spells: 1st—magic weapon, 2nd—spiritual weapon, 3rd—magic vestment, 4th—divine power, 5th—flame strike, 6th—blade barrier, 7th—power word blind, 8th—power word stun, 9th—power word kill.

Racial Traits:

Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a leve