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Fredrik Greymantle's page

576 posts. Organized Play character for Merck.


Full Name

Fredrik Greymantle

Classes/Levels

Clr 7/Ftr 1, HP 67/67, CMD 19, AC 23 /T12/F22, F+10 R+4 W+10, Init +7, Perc +6, SM +11

Special Abilities

Healing Domain, Sermonic Performance

Alignment

NG

Deity

Pharasma

Location

Absalon

Languages

Common

Occupation

Street Preacher

About Fredrik Greymantle

PFS # 35561-1
STR18, DEX12, CON14, INT10, WIS19, CHA14
Human, Chelaxian
Male
Medium Size
Height:
5.9 ft
Weight: 130 lbs
Evangelist Cleric lvl 7, Fighter lvl 1

COMBAT STATS
BaB +6
Init +7; Senses Perception +5
CMB +10 (+6BaB +4strength)
CMD 21 (+6BaB +4strength +1dexterity +10)
Favored class Cleric (+7HP at lvl 8)
Channel Positive Energy: 3d6 - 5/5 uses per day
Sermonic Performance: 18/18rounds per day

DEFENSE
AC 22, touch 12, flat-footed 21 (10 +10 armor, +1 Dex, +1 Deflection)
HP 67/67 (7d8+16+1d10)(+7 Favored Class)
Fort +10
Ref +4
Will +10

OFFENSE
Speed 30 ft, 20 ft Armored
Melee +1 Silver Earth Breaker +11/+6 (2d6+7/x3)
Melee Mwk Cold Iron Longsword +11/+6 (1d8+6/19-20x2)
Melee Dagger +10/+5 (1d4+4/19-20x2), range 10ft.
Melee Cestus +10/+3 (1d4+4/19-20x2)
Ranged Sling +7/+2 (1d4+4/x2), range 50ft.
Space 5 ft; Reach 5 ft

Traits:
Reactionary: +2 trait bonus on initiative
Focused Mind: +2 trait bonus on concentrations checks

Feats:
Combat Casting (+4 concentrations checks)
Improved Initiative (+4 initiative)
Selective Channel
Power Attack
Turn Undead
Furious Focus

Skills:
Climb 8 (1Rank)
Diplomacy 10 (5Rank)
Intimidate 6 (1Rank)
Perform Oratory 6 (1Rank)
Heal 10 (1Rank)
Knowledge Arcana 4 (1Rank)
Knowledge Religion 4 (1Rank)
Knowledge Planes 4 (1Rank)
Perception 6 (2rank)
Sense Motive 11 (4Rank)
Spellcraft 4 (1Rank)
Survival 11 (4Rank)
Swim 6 (1Rank)

Equipment:

+1 Alchemical Silver Earth Breaker (B), 2d6 dmg, crit x3, 2220gp, 14 lbs
+1 Armored Spiked Full plate +10/+1/–5, 2550 gp, 60 lbs.
Ring of Protection +1 2000gp
Cloak of Resistence +1 1000gp
Headband of Inspired Wisdow +2, 4000gp
Belt of giant strengh +4, 16000gp
Ioun Torch 75gp
Cestus (B or P) 1d4 dmg, crit 19-20x2, 5gp, 1 lbs
Masterwork Cold Iron Longsword 330gp
Wand of Cure Light Wounds, charges 33/50
Wand of Bless, charges 41/50
2x Weapon Cords, 2 sp (used on the wands)
Dagger 2gp, 1 lbs.
Sling
Wooden Holy Symbol of Pharasma 1 gp
Spell component pouch, 5gp, 2 lbs
Waterskin 1 gp 1 sp, 5 lbs
Bedroll
Cleric's vestments 5gp
Explorer's outfit
MWk Backpack 50gp, 4lbs
20x sling bullets 2 sp
Flint and Steel 1gp
Grappling Hook 1gp
Belt Pouch 1gp
Hemp Rope 1 gp
Scroll Case 1gp
Climber's Kit 80gp
Healer's Kit 50 gp

Remaining GP 714

Spells::

Per day
0lvl: 4
1lvl: 5+1
2lvl: 4+1
3rd: 3+1
4th: 2+1

Memorised
0lvl:
Detect Magic
Guidence
Stabilize
Light

1lvl:
Comprehend Languages
Enduring elements
Protection from Evil
Divine Favor
Unbreakable Heart
Cure Light Wounds (domain)

2lvl:
Communal Protection From Evil
Calm Emotions
Lesser Restoration
Silence
Cure Moderate Wounds (domain)

3lvl:
Blindness/deafness
Dispel Magic
Speak with dead
Cure Serious Wounds (domain)

4lvl:
Air Walk
Dismissal
Cure Critical Wounds (domain)

* = spent

Cleric's Special Abilities:

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 a neutral cleric 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 a neutral cleric 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 of 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 can cast 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 channel 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.

Healing Domain:
Granted Powers:
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.

Evangelist's Abilities::

Single-Minded
An evangelist focuses her skills and learning on proclamation rather than the fine details of the church’s deeper mysteries or martial training. Thus, she may select only one domain and does not gain medium armor proficiency or shield proficiency.

Public Speaker
An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (minimum 0).

Sermonic Performance
An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist’s performance skill. However, an evangelist gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level.

Sermonic performance replaces the 1st-, 9th-, and 15th-level channel energy abilities. This caps the cleric’s channel energy damage at 7d6 points.

Spontaneous Casting
An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the spells listed in table below by sacrificing a prepared spell of the noted level or above.

Evangelist Spontaneous Spells:
1st level - command
2nd level - enthrall
3rd level - tongues
4th level - suggestion
5th level - greater command
6th level - geas/quest
7th level - mass suggestion
8th level - sympathy
9th level - demand

Backstory::

Fredrik joined the Pathfinders to fulfill his desire to meet new civilizations and get away from the decadent Cheliax Empire, his homeland. He now lives in Absalon.