Jakardros Sovark

Gremm's page

22 posts. Alias of Darksmokepuncher.


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Yes: I hope so.


"Forward! We mustn't fail!"

The young priest trudges onward behind Jushem, trying not to show just how taxing that little climb actually was to him.


Climb 1d20 - 2 ⇒ (10) - 2 = 8

Finally...


Climb 1d20 - 2 ⇒ (3) - 2 = 1

I'm a priest...


Climb 1d20 - 2 ⇒ (10) - 2 = 8


"Aye. That is the custom."


Perception 1d20 + 2 ⇒ (16) + 2 = 18


Go for it!


Kn: Nature 1d20 + 5 ⇒ (6) + 5 = 11

"I recognize these deer tracks. But what are these others? Surely we can do better than a deer?"


Gremm observes his fellow tribesmen, all slightly younger than himself, wondering how best to lead them spiritually when it comes time to fill that role.


"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!"


"This purchase of peace is cause for celebration! I know we are all sad to see Recana go, but I think a hunt would liven our spirits. Who is with me?"


What is the layout of our village? What reponsibilities would we already have?


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.


What else do we need to get this game started?


No. I'm sorry.

Jurrasic Park came out 19 years ago. That made me feel really old. Does that help?


??


That works for me!


A society just coming out of the hunter gatherer stage would not have had time to develop gods yet.

At best, our people worship the elements or ancestors or spirits.

Either way, it can't be anything defined, and certainly wouldn't have a name yet.

My 2 cp.


GM Raventhorn wrote:
DSP remember there is no heavy shields

I knew I missed something, sorry.

EDIT: It's fixed and my profile is updated.


Gremm would being happy if speeching evolved with tribe. Am big roleplay commitment, but is worth it for story."

Should our language start simplistic and evolve as our society grows?


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.