Oread

Gavan Stonechild's page

31 posts. Organized Play character for Pedwiddle.


Full Name

Gavan Stonechild

Race

Oread

Classes/Levels

Cleric (Crusader) of Shizuru 1 [ HP 10/10 | AC 16/FF13/T13 | Fort +3, Ref +2, Will +5 | Init +4 | Perception +3 ]

Gender

Male

Size

M

Alignment

Lawful Good

Deity

Shizuru

Languages

Common, Terran

Strength 18
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 17
Charisma 5

About Gavan Stonechild

PFS #: 70085-15

Crunch:

EXPERIENCE
XP: 1
Prestige/Fame: 2/2

COMBAT
HP: 10 (1 - 8+1+1)
Init: +4 (2 (Dex) + 2 (Trait))
AC: 16 (Touch: 13, Flat-footed: 13) (+2 Dex, +3 Armor, +1 Dodge)
Fort: +3, Ref: +2, Will: +5
BAB: +0
CMB: +4 (0 (BAB) + 4 (Str))
CMD: 16 (10 + 0 (BAB) + 4 (Str) + 2 (Dex))

ATTACKS
Melee
Katana (+4 to hit, 1d8+4 damage (S), 18-20/x2 crit, deadly)
Katana (2H) (+4 to hit, 1d8+6 damage (S), 18-20/x2 crit, deadly)

Ranged

Racial and Class Features:

RACIAL FEATURES
Crystalline Form: Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat.
Darkvision: Oreads can see in the dark up to 60 feet.
Granite Skin: Rocky growths cover the skin of oreads with this racial trait. They gain a +1 racial bonus to natural armor.
Native Outsider: Oreads are outsiders with the native subtype.
Slow Speed: Oreads have a base speed of 20 feet.
Treacherous Earth: Once per day, an oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the oread touches. This lasts for a number of minutes equal to the oread's level, after which the ground returns to normal.

CLASS FEATURES
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).
Bonus Feat: A crusader gains a bonus feat at 1st level, then again at 5th level and every five levels thereafter (to a maximum of six at 20th level). These bonus feats must be chosen from the following list: Heavy Armor Proficiency, Improved Shield Bash, Martial Weapon Proficiency, Saving Shield, Shield Focus, Tower Shield Proficiency, and Weapon Focus*. At 10th level, a crusader may also choose from the following feats: Exotic Weapon Proficiency, Greater Shield Focus, Greater Weapon Focus*, Improved Critical*, Shield Slam, Shield Specialization, and Weapon Specialization*. At 20th level, a crusader may also choose from the following feats: Greater Shield Specialization and Greater Weapon Specialization*. Bonus feats marked with an asterisk (*) must be applied to the favored weapon of the crusader's deity. A crusader need not meet the normal class- or level-based prerequisites for these bonus feats.
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 one 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 one 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 who worships 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 casts 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 channeled 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.
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.
Diminished Spellcasting: A crusader chooses only one domain and gains one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if they are domain spells or if her Wisdom allows bonus spells of that level.
Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. 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. Cleric domains are listed at the end of this class entry.
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.
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.
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).

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).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).
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.

Spells and Domain Powers:

SPELLS
0-level (unlimited/day):
Create Water: Creates 2 gallons/level of pure water. (Close range)
Stabilize: Cause a dying creature to stabilize. (Close range, one living creature, instantaneous)

1-level (1+1/day):
Deathwatch: Reveals how near death subjects within 30 ft. are.
Stone Shield: 1-inch-thick slab of stone springs up from the ground, shielding you.

REPOSE DOMAIN
Granted Powers: You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.

Gentle Rest (6/day, Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Feats, Traits, Skills, and Boons:

FEATS
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Weapon Focus (Katana): You gain a +1 bonus on all attack rolls you make using the selected weapon.

TRAITS
Martial Manuscript (Faith): You either carry or have memorized a sacred text from your school, temple, or monastery, and its wisdom gives you insight that makes your attacks more devastating. You gain a +2 trait bonus on rolls to confirm critical hits when you're using an unarmed strike or monk weapon.
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

SKILLS - Current ACP: -1
Acrobatics: 2 (0 + 2 (Dex)) (ACP)
Appraise*: 0 (0 + 0 (Int))
Bluff: -3 (0 + -3 (Cha))
Climb: 4 (0 + 4 (Str)) (ACP)
Craft*: 0 (0 + 0 (Int))
Diplomacy*: -3 (0 + -3 (Cha))
Disguise: -3 (0 + -3 (Cha))
Escape Artist: 2 (0 + 2 (Dex)) (ACP)
Fly: 2 (0 + 2 (Dex)) (ACP)
Heal*: 3 (0 + 3 (Wis))
Intimidate: -3 (0 + -3 (Cha))
Knowledge (Arcana)*: 4 (1 + 3 (Class Skill) + 0 (Int))
Knowledge (Planes)*: 4 (1 + 3 (Class Skill) + 0 (Int))
Knowledge (Religion)*: 0 (0 + 0 (Int))
Linguistics*: 0 (0 + 0 (Int))
Perception: 3 (0 + 3 (Wis))
Perform: -3 (0 + -3 (Cha))
Ride: 2 (0 + 2 (Dex)) (ACP)
Sense Motive*: 3 (0 + 3 (Wis))
Spellcraft*: 0 (0 + 0 (Int))
Stealth: 2 (0 + 2 (Dex)) (ACP)
Survival: 3 (0 + 3 (Wis))
Swim: 4 (0 + 4 (Str)) (ACP)

BOONS
Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization's activities, and she shares some of her knowledge with you. You gain a +2 bonus on Knowledge (Local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (Local) check about the Aspis Consortium.
Lord Avid's Recommendation: Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.

Gear and Encumbrance:

ENCUMBRANCE
Current Encumbrance: Light
Light Encumbrance: up to 76 lbs.
Medium Encumbrance: 77-153 lbs.
Heavy Encumbrance: 154-230 lbs.

GEAR
Traveler's Outfit (5 lbs.)
Studded Leather Armor (20 lbs.)
Katana (6 lbs.)

Backpack (2 lbs.)(Total: 19 lbs.)
- Bedroll (5 lbs.)
- Blanket (3 lbs.)
- Grappling Hook (4 lbs.)[/ai]
- Iron Pot [i](4 lbs.)

- Mess Kit (1 lb.)
- Rope, Silk (50') (5 lbs.)
- Trail Rations (4 days) (2 lb.)
- Waterskin (4 lb.)

Belt Pouch (.5 lbs.)(Total: 10.5 lbs.)
- Money (56 gp 4 sp)

Appearance:

DESCRIPTION
At first glance, you are struck by how physically imposing Gavan Stonechild is. He is not tall - only a bit over 4 and a half feet - but that doesn't make him look any less formidable. He is almost elemental in his appearance, with grey...well, you could say skin, but that wouldn't really be doing it justice. When it looks like someone has been encased in some opaque reflective crystal, you hesitate to call that "skin".

When you have occasion to speak with him, however, you get the impression that he is quite incapable of influencing others in any way short of intimidation, and even that might be a bit of a stretch. His face is almost completely impassive when he speaks, and you can tell that he is uncomfortable using his deep, gravelly, near-monotone voice any more than is absolutely necessary. Still, one look in his garnet eyes, and you can see by the fire and determination in them that this will be a powerful ally.

PHYSICAL CHARACTERISTICS
Height: 4'8"
Weight: 206 lbs.
Skin: Grey, reflective, crystalline
Hair: None
Eyes: Garnet

Background:

Chronicles:

2016-11-10 - #7-10: The Consortium Compact
Awarded: 1XP, 2PP, 430GP, Boon: Inside Knowledge, Boon: Lord Avid's Recommendation
Spent:

Future Development:

1 - Cleric (Crusader) of Shizuru 1
Repose Domain
Feat: Dodge
Bonus Feat: Weapon Focus (Katana)
2 - RETRAIN TO Unchained Monk 1/Cleric (Crusader) of Shizuru 1
Repose Domain
Level 1 Feat: Power Attack
Level 1 Bonus Feat: Dodge
Level 2 Bonus Feat: Weapon Focus (Katana)
3 - Unchained Monk 2/Cleric (Crusader) of Shizuru 1
Feat: Crusader's Flurry
Bonus Feat: Improved Grapple
4 - Unchained Monk 3/Cleric (Crusader) of Shizuru 1
Wis +1
5 - Unchained Monk 4/Cleric (Crusader) of Shizuru 1
Feat: Jabbing Style
6 - Unchained Monk 5/Cleric (Crusader) of Shizuru 1
Style Strike: Flying Kick
7 - Unchained Monk 6/Cleric (Crusader) of Shizuru 1
Feat: Greater Grapple
Bonus Feat: Mobility
8 - Unchained Monk 7/Cleric (Crusader) of Shizuru 1
Wis +1
9 - Unchained Monk 8/Cleric (Crusader) of Shizuru 1
Feat: Jabbing Dancer
10- Unchained Monk 9/Cleric (Crusader) of Shizuru 1
Style Strike: Leg Sweep
11- Unchained Monk 10/Cleric (Crusader) of Shizuru 1
Feat: Jabbing Master
Bonus Feat: Medusa's Wrath
12- Unchained Monk 11/Cleric (Crusader) of Shizuru 1
Wis +1

Macros:

[dice=Attack (Katana (2H))]1d20+5[/dice]
[dice=Damage (Katana (2H))]1d8+6[/dice]