Boggard Swampseer

Gili's page

38 posts. Organized Play character for heavydisking.


Race

male grippli cleric of Gozreh 1 | HP 10/10, wooden fist 7/7, storm burst 6/7 | AC 19, T 14, FF 16 | F +3, R +3, W +6 | CMB -1, CMD 12 | Spd 20', climb 20' | Perc +9 | Init +5

About Gili

GILI
male grippli cleric of Gozreh 1 (weather, plant/decay)
neutral small humanoid (grippli)

Init +5; Senses darkvision; Perception +9

XP 1 Fame 2 Prestige 0
PFS # 161871-25 Faction Sovereign Court

DEFENSE
AC
19, touch 14, flat-footed 16 (+3 dex, +4 armor, +1 shield, +1 size)
HP 10 (1d8 +1 Con +1 FC)
Fort +3, Ref +3, Will +6
Special Defenses

OFFENSE
Speed
20 feet, climb 20 feet
Melee rapier +4 (1d4, 18-20/x2, P) or trident +1 (1d6, 10’ range, P)
Ranged sling +4 (1d3, 50’ range, B) or trident +1 (1d6, 10’ range, P)
Special Attacks channel positive energy 2/day, wooden fist 7/day, storm burst 7/day

STATISTICS
Str
11 (+0), Dex 16 (+3), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 8 (-1)
BAB +0, CMB -1, CMD 12

Feats
Weapon Finesse:
With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Traits
Seeker:
You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Reactionary: You gain a +2 trait bonus on initiative checks.

Skills 2/level + 1/level Int = 3
Diplomacy +5, Intimidate +1, Perception +9, Stealth +3 (+7 in marsh/forest), Spellcraft +5
AC Penalty -4

Languages
Common, Grippli, Boggard

Racial Abilities
Size:
Gripplis are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Camouflage: Gripplis receive a +4 racial bonus on Stealth checks in marshes and forested areas.
Princely: The grippli gains proficiency with rapiers and a +2 racial bonus on Diplomacy and Intimidate checks. This racial trait replaces swamp stride and weapon familiarity.
Darkvision: Gripplis can see perfectly in the dark up to 60 feet.

SQ
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 deities. trident
Spells: A cleric casts divine spells which are drawn from the cleric spell list. 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 at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare 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.
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 treated like any other spell, but they are not expended when cast and may be used again.
Channel Energy: 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 neutral cleric of 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 can cast 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 channel 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: Weather, Plant/Decay 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, activating a domain power is a standard action.
Spontaneous Casting: 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).
Wooden Fist: As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.
Storm Burst: As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

SPELLS
Cleric Spells Prepared:
Caster Level: 1 Concentration: +5
1 – 2x bless, entangle
0 (at will) – detect magic, guidance, light, mending

GEAR
Combat Gear
hide armor, rapier, buckler, trident, sling, 10 stones, acid (2 flasks), 2 flasks antitoxin

Other Gear
wand of cure light wounds (50 charges), explorer’s outfit, hunter’s kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol

Money 377 gp

FLUFF
Description
Gili has the bulbous eyes and traditional green and blue coloring of his family line, by which they derive their ruling power.

History Gili is the second child of the ruling family of a small tribe which persists in the Sodden Lands. His older sister is in line to become chief so he has entered the service of Gozreh, whom they worship as "the Wet One."

Age 16

Chronicles:

2016 GM Boon #3:
Batrachian Hero:Your ancestors are the gripplis, a race of frog-like humanoids that hail from the Mwangi Expanse and the Valashmai Jungle. You may play a grippli character (Pathfinder RPG Bestiary 2 149, Pathfinder RPG Advanced Race Guide 190, or Pathfinder Campaign Setting: Inner Sea Races 244), beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Pathfinder Society Roleplaying Guild Guide. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed above to all sessions in which this character appears as if access to this race selection were granted by the Additional Resources list.

3-0: First Steps, part 1: In Service to Lore:
XP Gained 1
PP Gained 2
Gold Earned 417
Day Job 0

Items Available For Purchase
elixir of hiding (250 gp)
potion of invisibility (300 gp)
scroll of remove disease (375 gp)
wand of disguise self (5 charges; 75 gp)
wand of knock (11 charges; 990 gp)