Initiate of Flame

Ganzer Pendral's page

59 posts. Organized Play character for PJP.


Full Name

Ganzer Pendral

Race

Dwarf

Classes/Levels

Cleric 1 | HP: 11/11 | AC:16 T:11 FF:15 | CMB:+2 CMD:14 | F:+5 R:+1 W:+5 | Init:+1 | Per:+3 | Spd: 20 | Active Conditions: None

Gender

Male

Size

Medium

Alignment

Lawful-Neutral

Deity

Asmodeus

Languages

Common, Dwarf

Occupation

None

Strength 14
Dexterity 12
Constitution 16
Intelligence 7
Wisdom 17
Charisma 12

About Ganzer Pendral

#150786-27 (CORE)
XP 1 / PP 0 / FP 2
Ganzer Pendral
Male Dwarf Cleric of Asmodeus 1
LN, member of Dark Archives
Init +1 ; Darkvision 60'
Languages: Common, Dwarven

HP 11 (1d8 = 8 + 3)

DEFENSE
AC 16, touch 11, flat-footed 15 (10 +5 armor +1 Dex)

CMD 14 (0 BAB +2 Str +1 Dex)
Fort +5 (+2 cleric +3 Con)
Ref +1 (+0 cleric +1 Dex)
Will +5 (+2 cleric +3 Wis)

Defensive Abilities
+4 dodge bonus to AC against monsters of the giant subtype
+2 racial bonus on saving throws against poison, spells, and spell-like abilities
+4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Copycat Spell (6 of 6 remain) 1 Mirror image of self for 1 round per level

OFFENSE
Initiative +1 (+1 Dex)
Speed 20 ft
CMB +2 (+0 BAB +2 Str)
Base Attack +0; Melee Touch +2 (+0 BAB +2 Str); Ranged Touch +1 (+0 BAB +1 Dex)

Melee
Mace, heavy 12 gp 1d6 1d8 ×2 — 8 lbs. B —

Ranged
Crossbow, heavy 50 gp 1d8 1d10 19–20/×2 120 ft. 8 lbs. P —
Bolts, crossbow (10) 1 gp — — — — 1 lb. — —

+1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes

Magic
Fire Bolt (6 of 6 remaining), 30 feet range
-- Ranged touch attack +1 (+0 BAB +1 Dex), 1d6 dmg (+1 per 2 cleric levels)

Channel Negative Energy (4 of 4 remaining)
-- 1d6 Damage living or heal undead, 30' area of effect
-- Save DC for 1/2 dmg. (10+1 lvl +1 Chr +1 trait)

Spells Prepared (spontaneously case as Inflict Light Wounds)
1.1 cure light wounds
1.B Summon Monster I
1.D burning hands

0.1 Guidance
0.2 Detect Magic
0.3 Light

STATISTICS
Abilities Str 14 (+2), Dex 12 (+1), Con 16 (+3), Int 7 (-2), Wis 17 (+3), Cha 12 (+1)

SKILLS 1 (2 -2 Int, Min 1)
Acrobatics +1 (+1 Dex)
Appraise* -2 / +0 (-2 Int) See Dwarf Traits
Bluff +1 (+1 Cha)
Climb +2 (+2 Str)
Diplomacy* +1 (+1 Cha)
Disguise +2 (+1 Cha)
Escape Artist +1 (+1 Dex)
Fly +1 (+1 Dex)
Heal* +0
Handle Animal
Intimidate +1 (+1 Cha)
Knowledge(arcana)*
Knowledge(history)*
Knowledge(nobility)*
Knowledge(planes)*
Linguistics* -2 (-2 Int)
Perception +3 / +5 (+3 Wis) unusual stonework
Ride +1 (+1 Dex)
Sense Motive* +7 (1 rank +3 Wis +3 class)
Spellcraft*
Stealth +1 (+1 Dex)
Survival +3 (+3 Wis)
Swim +2 (+2 Str)

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).

EQUIPMENT
Heavy Mace (12 gp)
Heavy Crossbow (50gp)
Bolts (1gp)
Black and red Scale Mail (50 gp) {+5 AC, +3 Max Dex, –4 ACP}

Wand of Cure Light Wounds (50 charges)

COINS
PP 0
GP 467
SP 0
CP 0

FEATS
Command Undead (Level 1)

TRAITS
Master of Pentacles (Dark Archives): Your many years spent studying
the art of summoning have given you a unique knowledge
of this subtle and highly complicated discipline. Once
per day, when casting a spell of the conjuration school,
treat your caster level as 2 higher when determining the
spell’s duration.

Sacred Conduit (Religion): Your birth was particularly painful
and difficult for your mother, who needed potent divine
magic to ensure you survived; your mother may or may
not have survived. In any event, the 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.

SPECIAL ABILITIES
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

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. Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Aura (Ex): A cleric of Asmodeus has auras of Lawful and Evil.

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

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): A cleric can release a wave of energy by channeling the power of her faith through her unholy symbol. 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.

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 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. 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.

Domains:
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.

Fire Domain
Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire 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.

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

Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

Trickery Domain
Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.

Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.

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.

Spontaneous Casting: An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” 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.

DESCRIPTION
A dour looking dwarf with bright red hair and beard, wearing black armor with red accents. He always looks like he is ready to walk into battle, carrying a black spiked mace at his side.

BACKGROUND
Ganzer Peneral's heralds from a typical dwarven family from Five King's Mountain, and were heavily involved in the Goblinblood Wars. During that war, Ganzer's mother was captured by goblins, and handed over to a devil conjurer who was experimenting with trying to create a hybrid creature, hoping that the dwarven lass could survive the ordeal. She did not, dying during childbirth and barely saving her son my making a pact with the devil that was used to impregnate her. Unfortunately, the birth was still hard on Ganzer, leaving him partially brain damaged.

Shortly after the birth, the Hellknights stormed in, killing all of the goblins and rescuing Ganzer. They delivered the dwarf child, touched by the devil, to the Sisters of the Golden Erinyes orphanage to be be raised properly as a worshiper of Asmodeus. While he may not have evil in his heart, he has a strong sense of law and duty, and many of the evil rituals and practices are simply all he knows.

Upon reaching adulthood (at a strangely accelerated pace), Ganzer naturally sought the priesthood of Asmodeus (as did many of his friends in the orphanage), and maybe one day, a Hellknight. As part of an exchange program between the Hellknights and the Pathfinder Society, Ganzer was contracted to serve 100 years in the Pathfinder's service as a member of the Dark Archives. This contract is binding, and Ganzer takes this service very seriously.

He dresses in expensive clothes that are mostly blank with red-accented features. His faith preaches that wealth attracts wealth. Ganzer always looks for the strongest and most intimidating armors.

BOONS

HISTORY
01-1. The Wounded Wisp (+1 XP/+2 PP/+2 FP/+430 GP) Start: 37 End: 467
-- Used 2 pp to get wand of cure light wounds
01-2. Available

Future Planning:

Dwarf
S 5 14 14 +2
D 2 12 12 +1
C +2 5 14 16 +3
I -4 7 7 -2 Still get min 1 skill
W +2 7 15 17 +3 6 fire bolts (need dex)
Ch -2 5 14 12 +1 4 channels

L1: Command Undead
L3: Extra Channel
L4: +1 Charisma (to allow selective channel)
L5: Selective Channeling - eliminates 1 + me in channels
L7: Channel Smite (Combat) <== maybe if dip to fighter?
L9:
L11: Alignment Channel OR Elemental Channel

If I want Armor Proficiency(Heavy) - dip 1 level fighter if we need this, and get a bonus feat

Summoning or channel? Or evoker?

Dip fighter to get bonus feat, +1 BAB, heavy armor and martial weapons (spiked armor, shield and gauntlet).

Traits (maybe retrain for this, but keep Master of Pentacles for now)
Devil’s Mark (Dark Archives): You bear the stain of a higher fiend upon
you, and any evil creature that sees it may think twice
before crossing you. You gain a +2 trait bonus on all Bluff,
Diplomacy, Intimidate, and Sense Motive checks when
dealing with outsiders of the evil subtype.