Demon Hunter

Gheris Summit's page

74 posts. Alias of Chad Newman.


Full Name

Gheris Summit

Race

Half-Elf Oracle - HP 31/31 | AC 18 | T 10 | FF 18 | CMD 15 | Fort +4 | Ref +2 | Will +7 (+2 vs. Enchantments) | Init +0 | Perc +3 | Sense Motive +5 | Channel: 8/8 @ 3d6

About Gheris Summit

Stats:

Gheris Summit
Male Half-Elf (Spireborn) Oracle (Spirit Guide) 4 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)
LN Medium humanoid (elf, human)
Init +0; Senses low-light vision; Perception +3
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Defense
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AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 31 (4d8+8)
Fort +4, Ref +2, Will +7; +2 vs. enchantments, +1 trait bonus vs. disease
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee quarterstaff -2 (1d6-1)
Special Attacks channel positive energy 8/day (DC 18, 3d6)
Oracle (Spirit Guide) Spells Known (CL 4th; concentration +11)
. . 2nd (4/day)—burst of radiance (DC 17), cure moderate wounds, lesser restoration, tongues, glitterdust, create pit
. . 1st (8/day)—burning hands (DC 16), cure light wounds, detect undead, identify, murderous command (DC 16), protection from evil, weapons against evil, vanish, grease
. . 0 (at will)—create water, detect magic, guidance, light, mending, stabilize, prestidigitation
. . Mystery Life
. . Wandering Spirit Lore
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Statistics
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Str 8, Dex 10, Con 14, Int 12, Wis 12, Cha 20
Base Atk +3; CMB +2; CMD 12
Feats Bless Equipment, Extra Channel, Skill Focus (Heal)
Traits dangerously curious, varisian immunity
Skills Acrobatics -6 (-10 to jump), Craft (alchemy) +5, Diplomacy +12, Heal +13 (+14 circumstance to treat wounds or deadly wounds, +16 to treat poison), Knowledge (local) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +7, Perception +3, Sense Motive +5, Spellcraft +6, Survival +5 (+7 to avoid becoming lost when using this), Use Magic Device +13
Racial Modifiers +2 Perception
Languages Azlanti, Common, Elven, Varisian
SQ bonded spirit, bonded spirit hex (arcane enlightenment), elf blood, oracle's curse (blackened), revelation (channel), spirit (lore)
Combat Gear wand of cure light wounds, acid (2), alchemical cement (2), alchemist's fire (4), antiplague (2), antitoxin (2), burst jar (2), ghast retch flask, healer's kit, heatstone, oil (3), smokestick (2), tanglefoot bag (2)
Other Gear breastplate, heavy steel shield, quarterstaff, cape of free will +1/+2, wayfinder, handy haversack, antidote kit, bedroll, belt pouch, blotter (0.2 lb), candle (10), canteen, chalk (3), charcoal stick (3), crowbar, drill, everburning torch, flask, flint and steel, hammer, harrow carrying case, harrow deck, inkpen, knife for cutting quills into pens (0.5 lb), mess kit, pen nibs, pigment for making ink (0.2 lb), piton (4), ruler, small (0.1 lb), sack (2), scroll case, silk rope (50 ft.), silver holy symbol of Nethys, soap, spell component pouch, sunrod (3), surgeon's tools, tindertwig (4), trail rations (5), twine (50'), vial (3), waterproof bag, waterskin, 62 pp, 3 gp, 6 cp

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Special Abilities
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Antidote kit (10 uses) +3 circumstance bonus to Heal checks to treat poison.
Arcane Enlightenment (Su) Add Charisma bonus wizard spells to your spells known list.
Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls
Bless Equipment Std Act: Bless single item (see text) for 3 rounds.
Bonded Spirit Gain a wandering spirit each day.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Oracle Channel Positive Energy 3d6 (8/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Varisian Immunity +1 save vs disease. Immune to Vorel's phage & blood veil.

Spirit Guide Standard Spirit Configurations Each day the Spirit Guide can choose a wandering spirit from the list of available Shaman spirits. He gains one hex from that spirit as well as the spirit's spells. Below are common configuration choices that might be made on any given day.

Wandering Spirit Battle
Spirit Magic Spells: Enlarge person (1st), fog cloud (2nd), magic vestment (3rd), wall of fire (4th), righteous might (5th), mass bull’s strength (6th), control weather (7th), earthquake (8th), storm of vengeance (9th).
Hex: Hampering Hex (Su): The shaman causes a creature within 30 feet to take a –2 penalty to AC and CMD for a number of rounds equal to the shaman’s level. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty becomes –4. Whether or not the save is successful, a creature affected by a hampering hex cannot be the target of this hex again for 24 hours.

Wandering Spirit Heavens
Spirit Magic Spells: Color spray (1st), hypnotic pattern (2nd), daylight (3rd), rainbow pattern (4th), overland f light (5th), chain lightning (6th), prismatic spray (7th), sunburst (8th), meteor swarm (9th).
Hex: Heaven’s Leap (Su): The shaman is adept at creating tiny tears in the fabric of space, and temporarily stitching them together to reach other locations through a limited, one-way wormhole. As a standard action, the shaman can designate herself or a single ally that she can see who is within 30 feet of her. She can move that creature as if it were subject to jester’s jaunt (APG). Once targeted by this hex, the ally cannot be the target of this hex again for 24 hours.

Background:

Gheris was born on the road, the love child of a Varisian woman who kept company with a traveling band of snake oil merchants and ne'er-do-wells. His father was all but a mystery, but it was clear he was of elven blood. After several months of attempting her best to care for the child the woman decided a public home would be a better parent to him and left him on the steps of an orphan house in Korvosa. There he spent the early years of his life, hoping for a home that would never come.

As a youth Gheris would play with the other orphans, always as some strange and mysterious hero, bent on foiling an evil plot and saving the day. In his heart beat the spark of heroism, and he sought after any opportunity to play the role of the strong knight saving the princess or city from certain danger. It was this deep rooted sense of justice and good that would drive him towards the life of an adventurer. He would steal away from the orphanage during the evenings to sit outside local inns and pubs and listen to the bards play their songs and tell their tales of mighty heroes and great deeds. He heard the tales of the Pathfinder Society and the strange mysteries they recovered and the evil they faced down each day. He heard his calling...

When he was of age and was able to leave the care of the orphanage and strike out on his own, it was the Pathfinders that he sought out. He petitioned to become a member and after several years of study and training he completed his Confirmation and became a member of the society. His connection with the magical forces that surround all things was already advancing, however he had yet to find his true calling. He served the society for several years, completing minor missions and accumulating a small amount of renown.

Then an event that would shape his future came to pass on the eve of a new mission to uncover a relic in the depths of the Mwangi Expanse. Gheris, following his usual routine of practice before a mission, continued to attempt to hone his magical skills. Suddenly, the magic itself went wrong, and it flowed from him like water from a fountain. Flames consumed his hands and arms, and the pain was unbearable. When he woke the next morning he found his strength sapped away and his hands a shriveled and blackened mess of burnt flesh and bone. He could barely think beyond the pain. Healers were called for and they implored Iomedae and Sarenrae for healing magic, but nothing would return his burned flesh to health, or heal his sapped strength. He had been left an invalid, unable to travel and unable to join the other Pathfinders leaving that morning.

He lingered around the lodge for days, feeling hopeless and alone. After several weeks of agony, the pain vanished, replaced with a deep sense of calm. Drowsing one day, he had a vision, that of a roc flying high above the city. Something in him knew that there was a power hidden there, in the creature, and his mind reached out to it. Suddenly his senses were flooded with knowledge, things he shouldn't know, insights to the world beyond his understanding. It was on this day that his soul joined with that of the spirit guide of Irez, Empyreal Lord of cards, scribes and spells.

Then, on a morning nearly a month after Gheris' party departed for the Mwangi a messenger arrived at the lodge. The report was grim. All of the members of the expedition had been lost. A run in with the Aspis Consortium had led to a skirmish, and the Pathfinders were wiped out to a man.

Gheris had been spared this fate. Irez, using the most unlikely of methods, had protected his life from the doom of his companions. He felt horrid for questioning the will of the divine, and vowed not to allow such a thing to happen again. He petitioned the lodge to find something for him to do. He needed to get back to work, to feel he was useful once again.

Luck would have it that the Society did have a task that needed looking into. Rumors had begun to arrive of problems within the city of Korvosa, problems that needed investigation. And he was the one they chose to look into it.

He was returning home...

Description:

Gheris is a tall humanoid with shimmering blonde hair and brilliant green eyes. His slightly pointed ears hint at the fact that there is possibly elven blood in his ancestry.

Gheris wears a rather ordinary looking breastplate although he typically carries no visible weapon. Around his neck he proudly displays a silver holy symbol of Irez, a fan of curled parchment scripts. He sports a bulging backpack full of all manner of gear, useful and mundane. Across the pack he wears a heavy steel shield emblazoned with the image of a roc on a field of red and white. At his belt is a harrow deck case that has seen years of use.

His voice is melodic and pleasing, and he is an expert orator. It has been jokingly said he could sell sand to a Keleshite.

Mannerisms:

Gheris is well studied, but sometimes has difficulty remembering specific pieces of lore he has been exposed to. He spends much of his free time in prayer and meditation. He has given up most forms of martial training due to his weakened condition. When not reflecting in prayer he is often found updating his journals, documenting the day's activities.

Because of his childhood and formative years he is not overly comfortable around his peers and sometimes has trouble establishing lasting relationships. He is however a kind and forgiving soul, and would lay down his life to save a stranger from harm.