Jakardros Sovark

Gremm's page

22 posts. Alias of Darksmokepuncher.


About Gremm

GREMM CR 1/2
Male Human Cleric 1
NN Medium Humanoid (Human)
Hero Points 1
Init +1; Senses Perception +2
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DEFENSE
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AC 16, touch 11, flat-footed 15. . (+4 armor, +1 shield, +1 Dex)
hp 11 (1d8+2)
Fort +4, Ref +1, Will +4
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OFFENSE
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Spd 20 ft.
Melee Light Shield Bash -3 (1d3+1/20/x2) and
. . Dagger +1 (1d4+1/19-20/x2) and
. . Hanbo +1 (1d6+1/20/x2) and
. . Shortspear +1 (1d6+1/20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Ranged Sling +1 (1d4+1/20/x2)
Special Attacks Battle Rage (5/day)
Spell-Like Abilities Battle Rage (5/day)
Cleric Spells Known (CL 1, 1 melee touch, 1 ranged touch):
1 (2/day) Summon Monster I, Shield of Faith (DC 13), Cure Light Wounds (DC 13)
0 (at will) Stabilize, Detect Magic, Guidance (DC 12)
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STATISTICS
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Str 12, Dex 12, Con 14, Int 10, Wis 15, Cha 10
Base Atk +0; CMB +1; CMD 12
Feats Rugged Northerner, Sacred Summons, Saving Shield
Traits Devotee of the Green: Knowledge (Nature), Natural-Born Leader
Skills Acrobatics -2, Climb -2, Diplomacy +4, Escape Artist -2, Fly -2, Knowledge (Nature) +5, Ride -2, Sense Motive +6, Stealth -2, Survival +3, Swim -2
Languages Common
SQ Aura (Ex), Channel Positive Energy 1d6 (3/day) (DC 10) (Su), Cleric Domain: Blood, Cleric Domain: Restoration, Hero Points (1), Restorative Touch (5/day) (Su), Spontaneous Casting
Combat Gear Bullets, Sling (25), Dagger, Hanbo, Hide, Shield, Light Wooden, Shortspear, Sling; Other Gear Chalk, 1 piece, Fishhook, Flint and steel, Pouch, belt (3 @ 0.5 lbs), Sack (empty), Signal Horn, String (50')
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TRACKED RESOURCES
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Battle Rage (5/day) (Sp) - 0/5
Bullets, Sling - 0/25
Channel Positive Energy 1d6 (3/day) (DC 10) (Su) - 0/3
Dagger - 0/1
Restorative Touch (5/day) (Su) - 0/5
Shortspear - 0/1
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Rage (5/day) (Sp) Grant +1 to a melee damage rolls.
Channel Positive Energy 1d6 (3/day) (DC 10) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Blood Associated Domain: War
Cleric Domain: Restoration Associated Domain: Restoration
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Natural-Born Leader Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting effects, +1 Leadership score if you have the Leadership feat.
Restorative Touch (5/day) (Su) Remove the dazed, fatigued, shaken, sickened, or staggered conditions by touch.
Rugged Northerner Frostbite, hypothermia, and extreme cold effects lessened
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Saving Shield As an immediate action, add a +2 shield bonus to an adjacent ally's AC.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.