Gadka Burtannon

Gramynd Brightriver's page

2 posts. Alias of avr.


About Gramynd Brightriver

Gramynd Brightriver
Male Dwarf (street) Spirit Channeler Medium 5 // Soaring Blade Armorist 5
CG Medium Humanoid (dwarf)
Init +2; Senses Darkvision 60’, Perception +11 (+13 vs. unusual stone construction)
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Defense
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AC 20, touch 12, flat-footed 18 (armor +7, dex +2, shield +1)
hp 49 (5 HD; 5d10 + 15)
Fort +7, Ref +3, Will +7 (+2 vs. poison, spells, SLAs)
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Offense
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Speed 20 ft.
Melee +1 Keen vicious falchion +9/+9 (2d4+5+2d6, 15-20/x2) or masterwork silver warhammer +9 (1d8+3, 20/x3)
Ranged +1 Frost distance long composite bow +8/+8 (1d8+4+1d6 cold, 20/x3) or masterwork net +8 touch/+4 touch if not champion spirit
Special Attacks
Medium Spells Known (CL 5th; concentration +8)
. . 1st (2/day) - Ill Omen, Share Language
. . 0th (at will) - Detect Magic, Detect Psychic Significance, Message, Read Magic
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Magic
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Caster Level 5/2; MSB +5; MSD 16; Concentration +8
Tradition Mind (psychic) ; CAM Wis Spell Points 10
Telekinesis - CL 5; DC 15; Duration Concentration, as Sustained Force w/spell point 1 min/CL Range Close (35’); Talents Dancing Blade (B), Divided Mind (B), Flair, Powerful Telekinesis; Drawbacks Weapon Specialist (May only use telekinesis on weapons made with his Summon Equipment and Bound Equipment class features), Emotional Casting, Rigorous Concentration.
Protection - CL 2; DC 14; Duration Ward Concentration, w/spell point 1 round/CL; Aegis 1 hour/CL, w/spell point only Range Touch Talents Energy Resistance; Drawbacks: Emotional Casting, Rigorous Concentration.
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Statistics
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Str 16, Dex 14, Con 16, Int 13, Wis 16, Cha 8
Base Atk +5; CMB +8; CMD 20
Feats Combat Reflexes, Bodyguard, In Harm’s Way
Traits Helpful, Touched by the Sea
Skills Climb +7, Diplomacy +7, Heal +7, Knowledge (religion) +9 (planes) +5, Linguistics +5, Perception +11, Sense Motive +7, Spellcraft +9, Swim +9
Languages Common, Dwarven, Giant, Aquan
SQ Slow and steady, defensive training, hatred, stability, hardy, greed, stonecunning, weapon familiarity
Other Gear +1 spell storing breastplate (agile) loaded with ill omen, runestone of power (1st), masterwork buckler, masterwork silver warhammer, cold iron dagger, masterwork net, potion of cure light wounds (CL 1), potion of expeditious retreat (CL 1), antitoxin, cleric's kit.
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Special Abilities
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Mind and Soul (Ex) Wis instead of Cha for Medium abilities, including spells
Spiritual Invocation (Su) Each day he makes all his spirit power choices as if he were channeling one spirit of each of the six legends. He can enter a spirit dance as a free action for Wis mod + 2*level (13) rounds/day, -2 on most checks for a minute after ending dance.
Spiritual Parley (Ex) Add 1/2 his medium level (+2) to Diplomacy checks attempted against fey, elementals, outsiders (except native outsiders), and undead creatures, as well as on Diplomacy checks attempted as part of the wrangle condition ability.
Wrangle Condition (Su) See details here. Std action, Wis + 1/2 level (5) times per day.
Location Channel (Sp) See details here.
Summon Equipment (Su) See details here. Usable only with weapons, +1 enhancement. Can conjure them anywhere within his telekinesis range.
Bound Equipment (Su) See details here. Currently a +1 keen vicious falchion & a +1 frost distance long composite bow. Can summon them anywhere within his telekinesis range.
Arsenal Trick - Flying Daggers Items summoned with your Summon Equipment and Bound Equipment features count as one size category smaller for the purposes of your telekinesis size limit. (i.e. can lift & use a two-handed weapon)
Arsenal Trick - Blade Swarm When using Divided Mind to make multiple attacks, you may make an additional attack at your highest attack bonus.
House of Blades Can summon multiple weapons at once (cost paid separately.)

background:
Born to a family of fullers (wool traders) near Bard's Gate, Gramynd's childhood was happy enough. It wasn't until he started joining his father on trading trips up and downriver that odd things started happening - objects moving without being touched & odd sounds mostly. The boatmen were most puzzled, it was almost like a poltergeist, but a cleric couldn't find a ghost and there were no adolescent girls onboard.

Gramynd became fairly adept at catching flying items and stopping them from harming others around him. It took some time before he accepted that the cause was related to him; it wasn't until a water spirit aided him in repelling bandits that he really did.

A dwarf down from the mountains, Beror Firmhand, saw this and offered him teaching. Gramynd accepted. The teaching constrained his abilities but also made them controllable which was a great relief. He took the name Brightriver to show off his new calling, and to escape the surname Woolbright which he inherited.

Since then? He's tried to spread the philosophies of the spirit channelers, with limited success. Initiating as a High Priest of Yidhra to try and connect those philosophies with the people of Bard's Gate had some success, and occasionally added to the voices in his head. He's also freed the river of some nasty creatures including a tribe of vicious merrow.


appearance:
Dressed in fine wool (as well as wearing a breastplate and a shining silver warhammer outside the city), Gramynd looks pretty well off. He speaks with the accent of Bard's Gate - educated and rounded, not a mountain dwarf's gravelly tones.

He looks solid even as dwarves go, and some of it is fat rather than muscle. He can still move quickly when necessary though.

A cheap pewter medallion gifted by a little girl he saved on the river once is one of his treasures, kept against his chest.


bench pressing:
Dancing blade falchion w/champion seance boon EDV 26.4, just below blue (two attacks at full BAB help). Dancing blade bow w/champion seance boon 15.6, just above green. Seance boon (+2 damage) not included in base stats above.
Attack +9, midway between orange/green w/falchion, +8 w/bow
AC 20, just on orange, can be buffed with a 2 hour duration +1 deflection aegis to 21, just over orange
Saves range from +9 (poisons, will or fort save spells/SLAs; just over green) to +3 (reflex vs. a supernatural/extraordinary effect; <orange). The latter can be mitigated by an energy resistance 12 aegis (2 hour duration) in all probability.
He doesn't do spells with saves (ill omen has none) so that part's irrelevant.

Roles: straight-up damage, being in two places at once to deliver AoOs or to protect people, some healing, minor buffs & debuffs, communication.


spirits:
Archmage: spells per day become 4 1st, 2 2nd + stat bonus. Add one spell known for each spell level (by default those will be mage hand, heightened awareness & tremor blast). +2 to spell damage rolls.
Champion: Proficient in one exotic weapon (net by default), +2 to non-spell damage rolls.
Guardian: Proficient in heavy armor & with all shields, +1 CMD.
Hierophant: spells per day become 4 1st, 2 2nd + stat bonus. Add one spell known for each spell level (by default those will be create water, cure light wounds & silence), +2 hp healed by cure spells.
Marshal: useless to him at this level.
Trickster: 2 skills become class skills w/max ranks (bluff +7, stealth +7 by default), +1 to one skill (diplomacy +8 by default).