Khonnir

Galant the Gray's page

298 posts. Organized Play character for Ilmakis.


Race

Cleric 4

Classes/Levels

AC21(T14,FF17) CMD18| HP 33/33| F +5 R +4 W +7 | Init +3, Perc +3, Sense Motive +7 |

About Galant the Gray

PFS Number: # 22523-35
Cleric 4
XP: 9
Fame : 18
Prestige: 12

Completed Adventures:

#3-11: The Quest for Perfection, Part II (CORE)
#6-05: Slave's Ship of Absalom (GM) (CORE)
#3-13: The Quest for Perfection, Part III (CORE)
#5-04: The Stolen Heir (GM) (CORE)
#0-08: Slave Pit of Absalom (CORE)
#4-15: The Cyphermage Dilemma (CORE)
#0-14: The Many Fortunes of Grandmaster Torch (CORE)
#6-11: The Slave Master's Mirror (CORE)
#9-02: A Case of missing persons (CORE)

Galant the Grey
Male human (Varisian) cleric of Cayden Cailean 4
CG Medium humanoid (human)
Init +3; Senses Perception +3
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Defense
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AC 21, touch 14, flat-footed 16 (+7 armor, +3 Dex, +1 dodge)
hp 31 (4d8+8)
Fort +6, Ref +4, Will +8
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee light mace +6 (1d6+1) or
. . mwk cold iron rapier +7 (1d6+1/18-20)
Ranged light crossbow +6 (1d8/19-20)
Special Attacks channel positive energy 4/day (DC 13, 2d6)
Domain Spell-Like Abilities (CL 4nd; concentration +7)
. . 6/day—dazing touch
Cleric Spells Prepared (CL 4nd; concentration +7)
. . 2nd—Calm Emotion[D], remove paralysis, resist energy, restoration, lesser
. . 1st—charm person[D] (DC 14), divine favor, protection from evil, remove fear, shield of faith
. . 0 (at will)—guidance, light, read magic, stabilize
. . D Domain spell; Domains Charm, Travel
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Statistics
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Str 13, Dex 16, Con 12, Int 10, Wis 16, Cha 13
Base Atk +2; CMB +4; CMD 18
Feats Dodge, Weapon Finesse, Toughness
Traits armor expert, captain's blade
Skills Acrobatics +7 (+8 while on a vessel afloat on water), Climb -1 (+0 while on a vessel afloat on water), Diplomacy +8, Knowledge (history) +4, Knowledge (religion) +5, Profession (sailor) +10, Sense Motive +7, spellcraft +4
Languages Common, Varisian
SQ agile feet (5/day)
Combat Gear alchemist's fire (4), wand of bless, wand of comprehend languages (40), wand of cure light wounds; Other Gear +1 dragonhide breastplate, crossbow bolts (10), light crossbow, light mace, mwk cold iron rapier, backpack, belt pouch, crowbar, flint and steel, grappling hook, masterwork tool, mug/tankard, silk rope (50 ft.), silver holy symbol of Cayden Cailean, waterskin, pearl of power (1st level)
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Special Abilities
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Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Cleric Channel Positive Energy 2d6 (4/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Charm) Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Dazing Touch (5/day) (Sp) Melee touch attack dazes foe for 1 rd, Immune if more HD than your level.

buys:

#3-11:
Wand of Cure Light Wounds 2PP
#6-05:
Blue dragon hide breastplate 2PP
#3-13:
Wand of Longstrider 2PP
#5-04:
Masterwork cold iron rapier
Light Crossbow + 10 bolt
Light mace
stuff
#6-11:
Wand of Bless 2PP
Dragonhide breastplate -> Dragonhide breastplate +1 (1000gp)

Faction Card:

Season 6
#6-05 GM and adventure giving at least 1XP 1/5
#0-08 Defeat a known slaver whose Challenge Rating is at least equal to your character level. For the purposes of this goal, use the definition of slaver from the Freedom Fighter reward 1/1
#5-04 GM and adventure giving at least 1XP 2/5
#4-15 Liberate one or more slaves, captives, or hostages during an adventure. 1/3
#0-14 In a region where slavery is legal, deliver a speech against tyranny, slavery, or corruption to a crowd of at least 20 participants. Succeed at a Diplomacy or Perform (acting, comedy, or oratory) check with a DC equal to 15 plus your character level. 1/1
#6-11 Liberate one or more slaves, captives, or hostages during an adventure. 2/3
#9-02 Liberate one or more slaves, captives, or hostages during an adventure. 3/3

Background:

Boon:
Corruption Uncovered: Honoring the request of Major Colson Maldris, you sought out and uncovered corruption in Andoran. Discovering such immorality in the edgling democracy has taught you to be increasingly suspicious, and once per scenario before you make a Sense Motive check, you may add a +2 bonus to the check.
Budding Friendship: You have done a favor for Lady Silviana in Absalom, and she is willing to repay the favor. If you would earn no Prestige Points at the end of an adventure that included one or more encounters in Absalom, you can cross this boon on your Chronicle sheet to earn 1 Prestige Point instead.
Liberty Never Rests: Quick thinking and quicker action are necessary elements of heroism, and you are prepared to act promptly to defend others. You can cross this boon on your Chronicle sheet before rolling initiative to roll twice and take the better result.
You owe Grandmaster Torch a favor—one he plans to redeem in the future. When he calls in this favor, you are obligated to fulfill his request so long as it doesn’t violate any morale restrictions of your race, class, or alignment.
FREEDOM FIGHTER (2+ goals): Gain a +1 bonus on attack rolls and weapon damage rolls against known slavers. For the purposes of this reward, a slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to control a creature for at least one day, or is explicitly cited as trafficking slaves.
Daring Rescue (Liberty’s Edge faction): Your strengthened connections to the Bellflower Network and continued dedication to the rescue of innocents has earned you the respect of your freedom-fighting colleagues. You may cross this boon off your Chronicle sheet when spending Prestige Points to recover your body and gear to reduce the Prestige Point cost by 3 (minimum 0).
Djinni’s Admiration: You have won the admiration of the captive djinni Jairo. Although you were unable to secure his freedom from an enemy of the Society, he may be able to repay your kindness in the future.
Gnoll Tactics: You first-hand experience with gnoll tactics and cultural traditions gives you a headstart in incorporating their unique styles into your own training. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following feats and archetypes from Pathfinder RPG Monster Codex as if they appeared on the Additional Resources page: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, the pack rager barbarian archetype, and the flindbar.