About Gavan StonechildPFS #: 70085-15 Crunch:
EXPERIENCE XP: 1 Prestige/Fame: 2/2 COMBAT
ATTACKS
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
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.
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.
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.
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).
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):
REPOSE DOMAIN
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
SKILLS - Current ACP: -1
BOONS
Gear and Encumbrance:
ENCUMBRANCE Current Encumbrance: Light Light Encumbrance: up to 76 lbs. Medium Encumbrance: 77-153 lbs. Heavy Encumbrance: 154-230 lbs. GEAR
Backpack (2 lbs.)(Total: 19 lbs.)
Belt Pouch (.5 lbs.)(Total: 10.5 lbs.)
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
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] |
