Loris Raknian

Gerdish the Gravedigger's page

105 posts. Alias of Litejedi.


Full Name

Gerdish the Gravedigger

Race

| HP 12/43 | AC 24 T 13, FF 22 | CMD 19 | F +5 R +6 W +5; +4 death effects/energy drain, -1 mind influencing effects | Init +2 | Perc +13

Classes/Levels

| Speed 30ft | Active Conditions: Heightened Awareness, Barkskin, Shield| Inspiration: 4/4 Used

Gender

Gerdish Male CE Medium Human Gravedigger 5/Fighter 1 (Lore Master)

Size

M

Age

25

Alignment

CE

Deity

Kabriri

Location

Roslar's Coffer

Languages

Aklo, Taldan, Draconic, Necril, Nightsong, Ancient Osiriani, Undercommon

Occupation

Gravedigger

Strength 16
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 12
Charisma 10

About Gerdish the Gravedigger

Gerdish
Male human gravedigger 5/Fighter 1 (Loremaster) of Kabriri
CE Medium humanoid (human)
Init +2; Senses Perception +8
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Defense
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AC 18, touch 13, flat-footed 16 (+5 armor, +1 deflection, +2 Dex)
hp 49 (5d8+1d10+17)
Fort +6, Ref +6, Will +5; +4 bonus vs. death effects and energy drain
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Offense
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Speed 30 ft.
Melee shovel (traveler's any tool) +11 (3d6+6) or Lantern (faithful lantern) +11 (3d6+6)
Special Attacks studied combat (+2, 2 rounds), studied strike +1d6
Spells Prepared (CL 4th; concentration +7)
. . 2nd—
. . 1st—enlarge person (DC 13), long arm
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Statistics
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Str 16, Dex 14, Con 14, Int 14, Wis 12, Cha 10
Base Atk +4; CMB +6; CMD 19
Feats Arisen, Catch Off-guard, Extra Investigator Talent[ACG], Power Attack, Shake It Off[UC], Shikigami Manipulation, Shikigami Mimicry, Shikigami Style
Traits surprise weapon, the word
Skills Acrobatics +7, Bluff +11, Climb +6, Diplomacy +6, Disguise +8, Escape Artist +6, Intimidate +11, Knowledge (arcana) +6, Knowledge (dungeoneering) +8, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +8, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +9, Linguistics +9, Perception +9, Sense Motive +5, Sleight of Hand +5, Spellcraft +6, Stealth +6, Use Magic Device +8
Languages Aklo, Ancient Osiriani, Common, Draconic, Necril, Nightsong, Undercommon
SQ focus power (necromantic servant [OA]), grave lamp, grave magic, inspiration (4/day), investigator talents, keen recollection, kill the dead, read the bones, relic focus
Combat Gear
Other Gear +1 chain shirt, holy symbol of pharasma, faithful lantern, ring of eloquence[ACG], ring of protection +1, traveler's any-tool[UE], folding shovel[UE], investigator starting formula book, skull implement[OA], lantern implement[OA], 118 gp
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Special Abilities
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Arisen (1/day) Activate to gain 5 temp Hp for 10 min. Die at -18 hp.
Catch Off-Guard (Shovels and Lanterns) Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
False Spellcaster (Ex) You can disguise use of your extracts as spellcasting.
Grave Lamp (2/day) (Su) Spend inspiration for conjuration implement power.
Grave Magic (Sp) Sacrifice unused slots to cast certain spells.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Kill the Dead Studied combat and studied strike function as 2 levels higher vs. undead, 2 levels lower vs. non-undead.
Mind Fear (DC 14) (Su) Target creature is frightened 1d4 rnds. if it has your HD or less, shaken if more (Will neg).
Necromantic Servant (2 servants, 50 minutes)(Sp) 1 focus: raise human skeleton or zombie to serve you.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Read the Bones (Su) Perform object reading on corpses, bones, and other physical remains.
Relic Focus (2/day) (Su) Spend inspiration for nec. resonant power 1/day, or grave words any number of times.
Servitor (Sp) As Summon Monster II but lasts 1 minute.
Shake It Off Gain +1 to all saving throws per adjacent ally
Shikigami Manipulation Magical item used as imp wpn grants enh bon equal to the item’s CL/4 (min +1, max +5).
Shikigami Mimicry (Improvised melee weapon, Trip) -2 atk to imp wpn gain blocking, brace, disarm, distracting, nonlethal, performance, or trip until next turn.
Shikigami Style Deal dmg with imp wpn as if 1 sz cat larger. Other feats with this style as prereq +1 sz cat (max 3).
Studied Combat (+2, 2 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Underworld Inspiration An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he’s trained in the skill.

Appearance:

Gerdish is a large, beefy man with arms like cords and an upper body similarly muscled to a small cow. His filthy blond hair is slicked back with some type of foul-smelling oil, revealing a plain, scarred face with expressive eyes, and a wry smile at either end of his mouth. His eyes are blue, and his nose is broad and flat, seemingly having been broken a non-trivial number of times, as have some of his teeth, which look to have been filed down a little - probably to help stave off the rot. His breath smells of meat, and he stinks of preservative and alchemical compounds.

He's seemingly covered in a patina of soil, with grime in the crooks of his neck, on his hands which constantly wear workgloves, and on the folding shovel he hefts over his shoulder. The other hand holds a lantern, and his meaty paws grip both with familiar ease. The lantern has an ancient skull of some unnamed humanoid attached with wires, hanging below, grinning the rictus of death evermore.

He dresses in a longcoat with obvious well-maintained armor underneath, thick canvas pants with a number of pockets, and heavy, broad-bottomed boots with well-worn soles. He wears a backpack with tools hanging off of it, including a hammer, a pick, and other utility items, and across his chest is a leather bandolier with a handful of iron vials.

When he moves, his thick hands bely a subtle dexterity, and his eyes, while bloodshot and sunken, indicate an uncommon sharpness.

The only clean item he wears is a silver holy symbol to Pharasma, which he keeps attached on a leather-and-bone strap around his neck. This is usually tucked into his shirt, but he pulls it out whenever he tends to heal himself or someone else before quickly tucking it back inside.

Behavior:

Gerdish speaks in short sentences, rarely elaborating. His unsettling smile is typically the only follow-up, and he rarely shows emotion, except to laugh heartily at certain things, sometimes inappropriately. He speaks little when working, but he has obvious skill with his tools, hefting them expertly. He stares too long into the distance at times, and when mealtime comes, he eats ravenously, preferring large helpings of meat. He rarely takes off his gloves, nor does he bother washing his hands before he eats much, obviously trusting on some inner fortitude to fight off any disease.

Background:

In his youth, Gerdish trained to be a priest of Pharasma, but it seemed that he wasn't quite cerebral enough for such a thing to take. The priests did find a good use for his brawn, however. He could clear a gravesite faster than most of the other youths his age - perfectly-sized for a coffin of any specification. He re-packed the soil expertly, and the graveyards of the church were all the better.

As he dug, and dug, and dug, he began to learn what he could from morticians, and the priests themselves, about embalming and minor divine magics that he could harness, and before long, he was serving as a blunt agent of the church. He managed to pick up a lot of information during his tutelage, which the priest were always surprised by, and he would serve as quiet spy for Pharasma wherever they needed to gather information about disruptions to the order of life and death. Few in a community question the need for a gravedigger, and he was self-sufficient. His mein and appearance ensured others gave him a wide berth under most circumstances, but always watched - he in turn learning all that he could from the people - living and dead - which he encountered.

16/50

Dead Bob and Dead Bill:

Bob - 24/24
Bill - 24/24

Bob the Skeleton CR 1/3
XP 135
Human skeleton (Pathfinder RPG Bestiary 250)
N Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 24 (1d8)
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune cold, undead traits
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Offense
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Speed 30 ft.
Melee 2 claws +6 (1d4+4)
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Statistics
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Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +4; CMB +6; CMD 18
Feats Improved Initiative
Languages Common
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Special Abilities
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Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Cold You are immune to cold damage.
Undead Traits Undead have many immunities.