"It matters not where we go. The Great Bear will guide our feet and steady our spears. That said, if Jushem has a notion of direction, then I say we follow his obedient spirit as the Mighty Ursa leads him." Gremm gathers his few belongings, says a brief prayer for success, and tells his father where he is going. "Lead on Jushem!"
Gremm, a squat, dour man, barely into manhood aproaches Recana. As son of the Shaman, Gremm offers a benediction to the betrothed woman. "Recana, Daughter of Bjorn, today you go to Lynx clan. We all sad to see you leave, but good peace with Lynx you buy. We do not want to anger Molaan by bloodying her waters. So you go and be a good wife, but do not doubt: you are always A BEAR!" Gremm waves his hands over the young woman and mutters a prayer of guidance for her. Casts guidance on Recana.
Here's Gremm:
GREMM CR 1/2 Male Human Cleric 1 NN Medium Humanoid (Human) Hero Points 1 Init +1; Senses Perception +2 -------------------- DEFENSE -------------------- AC 17, touch 11, flat-footed 16. . (+4 armor, +2 shield, +1 Dex) hp 11 (1d8+2) Fort +4, Ref +1, Will +4 -------------------- OFFENSE -------------------- Spd 20 ft. Melee Heavy Shield Bash -3 (1d4+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) -------------------- STATISTICS -------------------- 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, Heavy Wooden, Shortspear, Sling; Other Gear Chalk, 1 piece, Fishhook, Flint and steel, Pouch, belt (3 @ 0.5 lbs), Sack (empty), Signal Horn, String (50') -------------------- TRACKED RESOURCES -------------------- 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 -------------------- SPECIAL ABILITIES -------------------- 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. EDIT: This is DSP btw. |