Khonnir

Brother Grergof Varsk's page

3,246 posts. Alias of ScrubKai.


Race

Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l

Classes/Levels

Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

About Brother Grergof Varsk

Character Concept
A Scholarly knight, with a hate for undead, wandering the world gently bringing light and hope to the common people.

Stat block:

Brother Grergof Varsk
Male human (Varisian) paladin (undead scourge) 17 (Pathfinder RPG Advanced Player's Guide 117)
LG Medium humanoid (human)
Init +3; Senses Perception +17
Aura courage (10 ft.), faith (10 ft.), aura of life (10 ft.), righteousness (10 ft.)
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Defense
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AC 28, touch 16, flat-footed 27 (+10 armor, +3 deflection, +1 Dex, +2 insight, +2 natural)
hp 155 (17d10+49); fast healing 10
Fort +22, Ref +18, Will +20
Defensive Abilities freedom of movement (constant); DR 3/—, 5/evil; Immune compulsion, disease, fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 mithral dagger +26/+21/+16/+11 (1d4+9/19-20) or
. . +2 adamantine heavy flail +28/+23/+18/+13 (1d10+14/17-20) or
. . ghost iron scimitar +27/+22/+17/+12 (1d6+10/15-20) or
. . mwk cold iron scimitar +26/+21/+16/+11 (1d6+8/18-20) or
. . mwk silver heavy flail +27/+22/+17/+12 (1d10+12/17-20) or
. . raven's head +28/+23/+18/+13 (1d8+11 plus 2d6 vs. Undead)
Ranged +1 composite longbow +19/+14/+9/+4 (1d8+9/×3)
Special Attacks channel positive energy 7/day (DC 23, 9d6), smite evil 6/day (+5 attack and AC, +17 damage), undead annihilation
Paladin Spell-Like Abilities (CL 17th; concentration +22)
. . At will—detect evil
Paladin (Undead Scourge) Spells Prepared (CL 14th; concentration +19)
. . 4th—fire of vengeance[APG], resounding blow[APG] (DC 19)
. . 3rd—blade of bright victory[UM] (DC 18), deadly juggernaut[UC], litany of escape[UC]
. . 2nd—effortless armor[UC], fire of entanglement[APG] (DC 17), litany of entanglement[UC] (DC 17), litany of righteousness[UC] (DC 17)
. . 1st—divine favor, grace[APG] (2), hero's defiance[APG], liberating command[UC], veil of positive energy[APG]
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Statistics
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Str 26, Dex 12, Con 14, Int 12, Wis 10, Cha 20
Base Atk +17; CMB +25; CMD 41
Feats Blind-fight, Critical Focus, Extra Lay on Hands, Furious Focus[APG], Greater Mercy[UM], Improved Critical (heavy flail), Power Attack, Step Up, Vital Strike, Weapon Focus (heavy flail)
Traits chance savior, child of the temple
Skills Acrobatics -4 (-8 to jump), Diplomacy +25, Knowledge (religion) +21, Perception +17, Sense Motive +6
Languages Common, Thassilonian, Varisian
SQ divine bond (weapon +5, 4/day), lay on hands 15/day (8d6), mercies (cursed, fatigued, paralyzed, sickened, staggered)
Combat Gear +1 arrows (10), +1 undead-bane arrows, boots of speed, potion of cure light wounds (2), potion of fly (2), potion of heroism, potion of invisibility (2), potion of see invisibility, silver arrows (12), holy water (2), oil (5); Other Gear +1 ghost touch glamered adamantine full plate, mwk chain shirt, +2 heavy steel shield, mwk buckler, +1 composite longbow (+8 Str), +1 mithral dagger, +2 adamantine heavy flail, ghost iron scimitar, raven's head, arrows (20), mwk cold iron scimitar, mwk silver heavy flail, amulet of natural armor +2, belt of giant strength +6, cloak of resistance +3, dusty rose prism ioun stone, figurine (ivory goats), handy haversack, headband of mental prowess +2 (Int, Cha), ioun torch ioun stone[APG], ring of freedom of movement, ring of protection +3, rope of climbing, sihedron, bedroll, belt pouch, blanket[APG], cracked pale green prisim ioun stone (worth 4,000 gp), crowbar, fishhook, flint and steel, ink, inkpen, large tent[APG], lucky horseshoe (worth 6,800 gp, 2 lb), shovel, silk rope (50 ft.), silver holy symbol of Sarenrae, trail rations (9), twine (50')[APG], undead journal (worth 10 gp, 1 lb), waterskin, 500 pp, 3,872 gp, 8 sp, 1 cp
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Faith (10 ft.) (Su) Attacks vs. foes in range bypass DR as good-aligned. Own attacks always count as good.
Aura of Life -4 (10' radius) (Su) Undead in range don't heal from channeled negative energy and take -4 to save vs. positive channeled energy.
Aura of Righteousness +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. compulsion.
Blind-Fight Re-roll misses because of concealment, other benefits.
Critical Focus +4 to confirm critical hits.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +5, 17 mins, 4/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Fast Healing 10 (Ex) Heal damage every round unless you are killed.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Immunity to Compulsion You are immune to compulsion.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (8d6 hit points, 15/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Cursed) (Su) When you use your lay on hands ability, it also removes curses, as per the remove curse spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Paralyzed) (Su) When you use your lay on hands ability, it also removes the paralyzed condition.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition. This does not help if the target is at 0 HP.
Paladin Channel Positive Energy 9d6 (7/day, DC 23) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Smite Evil (6/day) (Su) +5 to hit, +17 to damage, +5 deflection bonus to AC when used.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Undead Annihilation (DC 23) (Su) Undead hit by this attack must save or be destroyed.
Vital Strike Standard action: x2 weapon damage dice.

Sihedron

History:
More of a scholar at heart then a rough and tumble warrior, Brother Varsk stayed on after his training to mentor the younger initiates of Sarenrae as long as he could. It was in this capacity that he met Professor Petrol Lorrimor, for he visited the monsitary bearing an ancient object of unknown power. In the course of his stay, this object accidently infected one of the poor souls who came for healing, turning them into a ravenous ghoul. The creature killed two of the initiates, spreading the infection further. By the time the horror was discovered the things had cornered the good professor himself. In a fit of righteous anger, Grergof and his brothers were able to put down the beasts but not before they had taken still more innocents.

The loss of two of his students and so many innocents impacted Grergof greatly and he left his teaching position to research more about the undead. This research helped for a time, but in his heart he knew that The Dawnflower had called him to do more than just study. He had to go into the world to spread her light and ensure the dead never threated another.

Never the brightest nor the quickest, Brother Varsk was still one of the most well liked of the brothers for his compassionate nature, great strength and childlike love of games. For this reason it was with great sadness for all in the monastery when his time among them ended.

A man of calm and quiet devotion, he believes that showing others the ways of the Dawnflower though gentle guidance, a helping hand and shared toil will bring about more true conversions any iterant preacher screaming to the masses.

Grergof's Journal:

Flaming Skulls
Flying skulls, clearly undead that burn with fire. Unknown what happens you if you touch them, but they are clearly venerable to holy energy.

Ghouls
Undead who eat human dead. They also paralyze victims if they hit them.

Ghasts
Much like Ghouls but more powerful and can sicken someone with just the stench of their presence.

Harrowstone A prison for some of the worst prisoners in all of Ustav. Located outside of Ravengro.
It was destroyed in a fire and a bunch of people died. Professor was looking for a full List of people who died in the fire.
Confirmed to be haunted by Haunts and the abode of Undead.
House on the property is very dangerous.
North wall has many rats.
The whole property radiates a low level of evil. - Greater evil seems to exist below the prison.

There is a memorial to who died in the fire with 26 names on it. It was desecrated by blood one night. The blood showed a V.

Within the prison, We found items associated with 5 famous prisoners:
The Lopper - A magical Axe, The Piper of Illmarsh - A flute, the Mosswater Marauder - A hammer, Father Charlatan - Tangle of Holy Symbols and the Splatterman - A spellbook.

Haunts
Various spirits associated with specific places and objects. They seem to repeat the same events over and over again. All can all be suppressed via holy energy, but in addition some seem vulnerable to other types of objects and energy. They can manifest with both visual and physical effects, impacting the environment.
Door Haunt - manifests visual and physical effects on a given door. Seems to be venerable to Holy Water.

Poltergeist
An invisible undead spirit that can toss items around at range. The creature can become horrifying and visible for a short time, then returns to invisibility.

Skeletons Bones risen from the grave.
Black Skulled Skeletons burn people when they touch them.

Whispering Way
They're a necromantic cult. They're old, enough so that they easily predate the fall of Aroden. Their main goal is the release of Tar-Baphon, 'the Whispering Tyrant', who was imprisoned way back when. As best I've been able to tell, the organization exited even before Tar-Baphon's imprisonment, although he may have founded it in life."

On an individual basis, they seek power, quite specifically lichdom. They operate mainly as lone agents or in small groups, and are prone to gathering knowledge, accounts of rare undead, or even capturing animate specimens, that sort of thing. They're secretive, obviously, and go through some effort to keep their knowledge among themselves. They share their philosophies in whispers, but whether that's because of some magical or ritualistic property of the words, or if it's just theatrics isn't clear. They're powerful.

Their symbol is a gagged skull, which ties into the practice of mutilating the faces of their victims.

They are suspected by the Professor to be looking for someone who died in the Harrowstone.
Also suspected to have killed the professor, as his head was very mutilated.

Wraith
Spirit creatures that don't like sunlight. They can drain life and create weaker versions of themselves if they kill you.

ZombiesWalking dead they rose from the Restlands and could be recognized by their loved ones if they were recently dead. (As per the Professor)