Gath Morian

Genryl Vinebrewer's page

186 posts. Organized Play character for Sedoriku.


Full Name

Genryl Vinebrewer

Race

| HP 19/15 | AC 17; T: 12; FF: 15 | CMB: +3, CMD: 15 | Fort +4; Ref +2; Will +6 (+1 vs. spells, SLAs, + poison) | Init: +2 | Perc: +4, (+2 and automatic roll for unusual stonework) SM: +7

Classes/Levels

| Speed 20ft | Enlarge 3/6, UbtS 6/6, Channel 3/3 | Spells: 1st : Domain: 1/1; Regular: 2/3 | Active conditions: prone

Gender

Male NG Half-dwarf looking Oread Cleric (Varisian Pilgrim) 2

Alignment

NG

Deity

Halcamora

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

About Genryl Vinebrewer

Genryl Vinebrewer
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PFS info:
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108507-07
Experience: 3 normal progression,
Prestige points: 6
Fame: 6
Wealth 772.4 gp
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Character sheet:
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Oread Cleric (Varisian Pilgrim)
NG Medium Humanoid (Human), Outsider (Native)

Init: +2;Senses: Darkvision 60; Perception +4, Sense motive +7
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Defense
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AC: 17, Touch: 12, FF: 15 (+4 Armor, +2 Dex, +1 Natural)

HP: 15 (2d8+2 con);

Fort: +4, Ref: +2, Will: +6

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Offense
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Speed: 20 ft.

Melee: +4 (1d8+3/x3 Mwk Longspear; 1d6+2/x2 Club, 1d6+2/x2 Sickle)

Ranged: +3 (1d4+2/x2 Sling)

[dice=’Stay away!’ Poke (Mwk Longspear)] 1d20+4[/dice]
[dice=Piercing Damage]1d8+3[/dice]

[dice=A wind up and a sling! (Sling)]1d20+3[/dice]
[dice=Bludgeoning Damage]1d4+2[/dice]

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Statistics
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Str 14, Dex 14, Con 12, Int 12, Wis 17, Cha 10

Base Attack Bonus: +1; CMB: +3, CMD: 15[/b]

Feats: Dwarf-Blooded

Traits: Glory of Old, Adopted (Harrow-chosen)

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Skills and Languages:
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Skills with ranks:
*Sense Motive (1 Rank): +7
*Heal (1 Rank): +7
*Knowledge (Religion) (1 Rank): +5
*Knowledge (Planes) (1 Rank): +5
Perception (1 Rank): +4
*Profession (Wine taster) (1 Rank): +7

Without (All non-listed skills have a +0 or can’t be attempted):
Survival: +3

ACP: -2

Languages: Common, Dwarven

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Equipment:
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Weapons and Armor:
Mwk Chain shirt, Club, Sling, mwk Longspear, Sickle

Consumables
Sling bullets, 8; potion of CLW, Wand of CLW

Other Gear
Cleric’s kit (Torches and iron pot left at home), Heirloom harrow deck, Gear maintenance kit, cooking kit, umbrella, explorer's outfit.

Encumbrance
Light load: 58 lbs. or less
Medium load: 59–116 lbs.
Heavy load: 117–175 lbs.

Currently carrying 94 lbs. and has a medium load

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Class Abilities:
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AURA (Ex):
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment. Powerful aura of good.

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. 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. 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):
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. 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.

DOMAINS:
A cleric chooses two domains from among those belonging to her deity. 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.

ORISONS:
Clerics can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

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).

EVIL SPELLS:
A cleric can't cast spells of an alignment opposed to her own or her deity's. Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

BONUS LANGUAGES:
A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

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Archetype Abilities:
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FORTUANTE ROAD:
At 1st level, a Varisian pilgrim must select the Chaos, Community, Liberation, Luck, Travel, or Weather domain (or the Exploration, Fate, Freedom, Trade, or Seasons subdomains from the Advanced Player’s Guide, if available in the campaign) as one of her domains. If the cleric worships a deity that doesn’t normally grant one of these domains, she gains access to this domain but can only pick this one domain—she effectively loses the option to pick a second domain. As a result, very few clerics who worship deities who don’t grant access to one of the domains or subdomains listed above opt to become Varisian pilgrims. In all other respects, this works like and replaces the standard cleric’s domain ability.

CARAVAN BOND (Su):
At 1st level, by leading a group prayer for 1 minute, a Varisian pilgrim can select a number of traveling companions equal to her cleric level + her Wisdom bonus. She may use her domain-granted powers on any of these traveling companions as if they were her. She can use these abilities on her traveling companions at a range of up to 30 feet, even if the ability normally requires her touch. This ability replaces the cleric’s proficiency with medium armor and shields— she retains proficiency with light armor only.

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Domains:
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WEATHER (SEASONS SUBDOMAIN):

Untouched by the Seasons (Su):
By touching a creature, you can grant it the benefits of endure elements, which last for 1 hour per cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—goodberry

PLANT (GROWTH SUBDOMAIN):

Enlarge (Su):
As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st— enlarge person

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Racial Abilities:
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GRANITE SKIN
Rocky growths cover the skin of oreads with this racial trait. They gain a +1 racial bonus to natural armor. This racial trait replaces energy resistance.
Source: Advanced Race Guide pg. 1

FERTILE SOIL
Oread sorcerers with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Plant domain use their domain powers and spells at +1 caster level. This racial trait replaces earth affinity.
Source: Advanced Race Guide pg. 1

TRECHEROUS 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. This racial trait replaces the spell-like ability racial trait.
Source: Advanced Race Guide pg. 1

MOSTLY HUMAN
A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.
Source: Inner Sea Races pg. 215

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Feats and traits:
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(Feat level 1) DWARF BLOODED
You have dwarven blood coursing through your veins.
Prerequisites: Oread
Benefit: Your dwarven heritage manifests in two ways. First, your speed is never modified by armor or encumbrance, as the dwarf slow and steady racial trait. Second, you gain the stonecunning dwarf racial trait.
Source: Advanced Race Guide pg. 1

TRAITS:

(Reigon) GLORY OF OLD
Requirements: Five Kings Mountains
In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Source: Dwarves of Golarion pg. 11

(Social) ADOPTED
You were adopted and raised by someone not of your race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.
Source: Ultimate Campaign pg. 59
To pick:
(Race) HARROW-CHOOSEN
Requirement(s): Human – Varisian
All your life you’ve been drawn to the mysteries surrounding your family’s harrow deck. You begin play with your family’s heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom.
Source: Varisia, Birthplace of Legends pg. 8

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Cleric ability tracking:
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Channel Energy: 3/3
Enlarge: 6/6
Untouched by the Seasons: 6/6

Spells:
0th:
Create Water, Resistance, Guidance, +1 more as needed

1st:
Domain: (Enlarge Person): 1/1
Other: Divine favor 1/1 and Protection from evil 1/1 +1 more as needed

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Consumables & other tracking:
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Sling bullets 8/10

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Chronicle 1: Module Phantom Phenomena:
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Chronicle

Purchases, Sales and Earnings:
Sling (--)
Longspear (5 gp)
Club (--)
Sickle (6 gp)
Leather lamellar armor (60 gp)
Cleric’s kit (16 gp)
CLW potion (50 gp)
Sling bullets (.1 gp)
Explorer’s outfit (--)
Blanket (.5 gp)
Cooking kit (3 gp)
Gear maintenance kit (5 gp)
Umbrella (2 gp)
Total: 147.6

Totals:
Starting gold: 150.0 gp
Total sales: None
Total spent: 147.6 gp
Total earned: 500 gp
Final gold: 502.4 gp

Consumables Used:
Sling bullet 1
Sling bullet 2

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Chronicle 2: 5-08 Confirmation:
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Chronicle

Purchases, Sales and Earnings:
2 Alchemist's fire; 50 gp
Total: 50 gp

Totals:
Starting gold: 502.4 gp
Total sales: None
Total spent: 50 gp
Subtotal: 452.4 gp

Total earned: 430 gp
Final gold: 882.4 gp

Consumables Used:
Alchemist’s fire 1
Alchemist’s fire 2

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Chronicle 3: 6-10 Wounded Wisp:
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Chronicle

Purchases, Sales and Earnings:
Wand of CLW: 2 PP

Totals:
Starting gold: 882.4 gp
Total sales: None
Total spent: None
Subtotal: 882.4 gp

Total earned: 430 gp
Final gold: 1312.4 gp

Consumables Used:

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Chronicle 4: 10-01 Oath Breakers Die:
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Yay

Purchases, Sales and Earnings:
Sales:
Longspear (5 gp)
Leather lamellar armor (60 gp)

Purchases
Mwk Longspear (305 gp)
Mwk Chainshirt (250 gp)
Alchemist's fire (x2 = 50 gp)

Totals:
Starting gold: 1312.4 gp
Total sales: 65 gp
Total spent: 605 gp
Subtotal: 772.4

Total earned: gp
Final gold: gp

Consumables Used:

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Boons!:
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Boons
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None yet.
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Bot Me!:
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Genryl will use his Enlarge domain power on anyone who is in a good palce to do a lot of damage. If no situation is presenting itself, of if he is out of uses, he’ll move closer to the combat and try stabbing things with his long spear or aiding another.

[dice=’Stay away!’ Poke (Longspear)] 1d20+4[/dice]
[dice=Piercing Damage]1d8+3[/dice]

[dice=A wind up and a sling! (Sling)]1d20+3[/dice]
[dice=Bludgeoning Damage]1d4+2[/dice]

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Nothing here!:
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Didn't believe me? Sad.
Possible spoiler for future information, quick links, yada-yada.
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