Boggard Swampseer

Grandfather Grippli's page

145 posts. Organized Play character for Leg o' Lamb.


Race

| HP: 30/30 | AC: 12 (12 Tch, 11 Fl) | CMB: +0, CMD: 11 | F: +3, R: +2, W: +7 | Init: +1 | Perc: +14, SM: +6

Classes/Levels

| Speed 30 ft., climb 20 ft. | Shaman Spells: 1st 3/3 + 1/1 2nd 2/2 +1/1 | Sorcerer Spells 1st 4/4 | Ancestor's Council 5/6 | Storm Burst 6/6 | Wrangle Condition 7/7 | Active conditions: none

Gender

Male grippli shaman (animist) 4/sorcerer (crossblooded) 1

About Grandfather Grippli

Grippli
Male grippli shaman (animist) 4/sorcerer (crossblooded) 1
NG Small humanoid (grippli)
Init +1; Senses darkvision 60 ft.; Perception +16
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Defense
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AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 37
Fort +3, Ref +2, Will +9
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Offense
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Speed 30 ft., climb 20 ft.
Melee dagger +3 (1d3-1/19-20) or
. . quarterstaff +3 (1d4-1)
Special Attacks hex (ancestral blessing)
Bloodline Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—disorienting touch (1 round)
Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—shield
. . 0 (at will)—disrupt undead, ghost sound (DC 13), mage hand
. . Bloodline Impossible, Undead
Shaman (Animist) Spells Prepared (CL 4th; concentration +9)
. . 2nd—calm emotions (DC 19), hold person (DC 19), lesser restoration; barkskin[S] or skinsend[S,UM]
. . 1st—aspect of the nightingale, bane (DC 18), haze of dreams (DC 18), shadow trap (DC 16); charm animal[S] (DC 18) or speak with animals[S]
. . 0 (at will)—daze (DC 17), guidance, resistance, stabilize
. . S spirit magic spell; Spirit Ancestors Wandering Spirit Nature
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Statistics
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Str 8, Dex 12, Con 14, Int 10, Wis 21, Cha 16
Base Atk +3; CMB +1; CMD 12
Feats Alertness, Eschew Materials, Greater Spell Focus (enchantment), Skill Focus (Diplomacy), Spell Focus (enchantment)
Traits ease of faith, observant
Skills Bluff +5, Climb +7, Diplomacy +22, Handle Animal +7, Heal +13, Intimidate +7, Perception +16, Sense Motive +7, Stealth +5 (+9 in marshes and forested areas.), Survival +9, Use Magic Device +11; Racial Modifiers +2 Diplomacy, +2 Intimidate
Languages Common, Grippli
SQ ancestor's council, bloodline arcana (constructs susceptible to enchantment (compulsion) and treated as living), bloodline arcana (corporeal undead affected by humanoid-affecting spells), camouflage, spirit animal (pig named Pig), storm burst, wrangle condition
Combat Gear cloak of the hedge wizard (conjuration)[UE], pearl of power (1st level), wand of bless (50 charges), wand of cure light wounds; Other Gear dagger, quarterstaff, headband of inspired wisdom +2, ring of eloquence[ACG], familiar satchel[UE], wrist sheath, spring loaded, wrist sheath, spring loaded, 3,857 gp, 7 sp, 5 cp
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Special Abilities
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Ancestor's Council (6/day) (Su) As a standard action, grant ally within 30 ft. +2 to attack/save/ability/skill check made before next turn.
Ancestral Blessing +1 (Su) Grant ally within 30 ft. bonus on attack and damage until they hit or deal damage.
Bloodline Arcana: Impossible Constructs are susceptible to enchantment (compulsion), treated as living.
Bloodline Arcana: Undead (Ex) Formerly humanoid corporeal undead are humanoids for your mind-affecting spells.
Camouflage +4 Stealth in marshes and forested areas.
Climb (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Disorienting Touch (1 round, 6/day) (Sp) Melee touch sickens creature, multiple touches extend duration.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +3 to Diplomacy checks You gain the Alertness feat while your familiar is within arm's reach.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spirit Animal (spirit animal (pig named Pig)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Storm Burst (6/day) (Su) As a standard action, foe in 30 ft treats all others as concealed for 2 rd.
Wrangle Condition (7/day) (Su) As a standard action, Diplomacy check transfers condition from ally to self.