Elf

Amaka Gry's page

1 post. Alias of therealthom.


Full Name

Amaka Gry

Race

Female Human (Varisian/Mwangi) Cleric of Gozreh 1

About Amaka Gry

Amaka Gry

Amaka is a tall well-toned woman. Her skin is lighter than typical for a Mwangi, but far darker than the Varisian her sharp nose hints at. She dresses lightly for warm weather, with a drab cloak when it rains or the bugs are especially bad. In cold weather she bundles up with heavy wool or furs that she has hunted herself.

Female Human (Varisian/Mwangi) Cleric of Gozreh 1 Air and Animal Domains
Align: N Init: +0 Speed: 30 ft.

Ability Scores:

13 Str // 14 Dex // 12 Con // 10 Int //16 Wis // 14 Cha
Stat Calcs and Hit point history3+5+2+0+5+5, Racial +2 Wis
Hit Points : (Max per 1st level)

Defense :
HP: 9 of 9 AC: 18, touch: 12, flat footed: 16 (Hide armor (4) and Wood Shield (2) Dex (2))
Fort: +3 = +2+1 Ref: +2 = +0+2 Will: +5 = +2+3

Offense :
Ranged Sling +2, 1d4, ×2 50 ft.
Ranged Trident +2, 1d8+1, 20 x3, 20'
Ranged Dagger +2 , 1d4+1, 19-20, 10’

Melee Trident +1 , 1d8+1, 20 x3, 20'
Melee dagger +1 , 1d4+1, 19-20, 10’

Spells Prepared: 3 Orisons,2 2+1 1st level
Orisons:
First Level:

Traits and Feats:

Traits: Campaign -- Touched by Divinity if no one else takes it or Chance Encounter if someone else took Touched by Divinity.
Poverty-Stricken: +1 bonus on Survival checks, and Survival is a class skill.

Human: Improved Initiative
1st Level: Toughness

Skills:
(2/level + 1/level human = 3 ranks)

Know(nature)___ 4 = 1 + 0 I + 3 class
Know(religion)_ 4 = 1 + 0 I + 3 class
Survival_ ______7 = 1 + 3 W + 4 trait/class

Untrained:
Acrobatics 1 = 0 +2 D - 3 Armor -2 Shield
Appraise 0 = 0 +0 I
Bluff 2 = 0 +2 ch
Climb -- 1 = 0 +2 S - 3 Armor -2 Shield
Craft 1 = 0 +1 I
Diplomacy -- 2 = 0 +2 ch +3 cleric
Disguise 2 = 0 +2 ch
Escape Artist 1 = 0 +2 D - 3 Armor -2 Shield
Forgery 1 = 0 +1 I
Heal 3 = 0 +3 w
Intimidate 2 = 0 +2 Ch
Know(any) __ 0
Perception 3 = 0 +3 w
Ride 1 = 0 +2 D - 3 Armor -2 Shield
Sense Motive -- skilled
Spellcraft 0 = 0 +0 I
Stealth 1 = 0 +2 D - 3 Armor -2 Shield
Survival 3 = 0 +3 W
Swim........... 1 = 1 +1 S - 3 Armor -2 Shield

cash and gear:
240 starting gold item cost weight
trident ____________15 4
dagger _____________ 2 1
hide armor _________15 25
heavy wood shield ...7 10

Holy Symbol, wood 2x 2 0

Belt Pouch 1 0.5
Antitoxin 50 0
Tindertwig, 10x 10 0
Holy Water 2x 50 2

_______________________________subtotal 148 gp 42.5 lb

Backpack________ 2 2
Artisan's clothes 1 4
Bedroll_________ 0.1 5
Winter Blanket 2x 1 6
Canvas 8 sq yd 0.8 8
Flint and Steel 2x 2 0
Mirror, small steel 10 0.5
Oil 6 pints_____ 0.6 6
Rope, Grass (Silk) 50' 1 10
Sewing Needle 2x 1 0
Spade __________ 2 8
Sledge _________ 1 10
Whetstone ______ 0.02 1

Waterskin 3x ____ 3 12

_____________________Backpack subtotal 31.72 gp 64.5 lb

Total spent 179.72 gp weight 107 lb

Class Features and Domains:

Air Domain

Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.

Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.

Domain Spells: 1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—air walk, 5th—control winds, 6th—chain lightning, 7th—elemental body IV (air only), 8th—whirlwind, 9th—elemental swarm (air spell only).

Animal Domain

Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.

Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.

Class Features

The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

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).

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy (Su): ... through her holy symbol. Positive energy 30' burst. Damage or healing 1d6, Will save DC 13 for half.
5 per day. 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. ...

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Back Story:
Daughter of a Varisian adventurer and Mwangi camp follower. Mom died while she was young, about 6 years old. Dad returned to Varisia where she finished growing up in a caravan running the route from Riddleport to Korvosa. Her Varisian clan was friendly and welcoming, but Amaka's brown skin, ever darker than even the most hard-tanning of her relatives marked her as an outsider. Sometimes in the smaller backwater towns she was mistaken for a tiefling.

She made friends in the Caravan. She sang and danced and drummed like she was born to it. One of her favorite relatives was an ancient drunkard. At their first meeting he was just waking to a mind-obliterating hangover. She got him some water. He was a poet and hunter, well past his prime -- nearly useless for work, but revered for his knowledge and literacy. He taught Amaka how the animals live off the land and how to do so herself.

Another strong influence in her life was an aunt who was the caravan's wise woman. She taught Amaka how to read the weather, what plants were good to eat and for medicine.

About the time Amaka reached puberty her relationship with her father became more and more strained. He married a new wife and children followed. His wife didn't care for Amaka and her father reflected that by unconsciously pushing her away emotionally. At the same time her budding as a woman meant that he tried to control her more closely "to protect her honor." The trips she had always been able to make alone in the woods were forbidden, but she went anyway. Something called her to the woods, especially in the long undeveloped stretches of road between Magnimar and Riddleport, a hidden spirit which she thought she felt in glimpses of a Firepelt cougar in the leafy shadows.

A few years ago things changed. The caravan's leaders took a new course to the east and north, seeking more profitable trade, trade in arms. They loaded up in Janderhoff with all they could carry of the dwarves finest weapons and armor.

As they neared the Worldwound, Amaka became more and more uneasy. It seemed a menace stalked them all which only she could apprehend. Her evening walks away from camp grew longer and she often found herself drawn to follow the Firepelt as if it would show her where the danger lay. At last an evening walk turned into an overnight walk trailing the cougar, and overnight turned into days.

More to come. Finding the Worldwound. Recognising Gozreh led her here to witness and then combat this unnatural place. Fleeing shadowy menace. If Chance Encounter ends up being her campaign trait, then she meets the mysterious woman here. She returns to the caravan to say goodbye and then leaves to join the crusade.