Boggard Hunter

Grendl Mistwalker's page

107 posts. Alias of JAF0.


Full Name

Grendl Mistwalker

Race

grippli godling adept/2

Classes/Levels

skills:
acro 2, bluff 5, diplo 5, heal 4, know hist 5, know local 5, know engrg 5, perc 10, splcrft 5, stealth 6

Gender

hp: 16/16; AC 17 (13 ff13 t11); fort 1, ref 5, will 7; bab 1, melee 3, ranged 4; CMB 3, CMD 15; init +2 |

Size

S 1' 7" 23lbs

Age

14 years

Languages

Common, Grippli, Draconic

Strength 12
Dexterity 15
Constitution 12
Intelligence 12
Wisdom 18
Charisma 12

About Grendl Mistwalker

racial abilities:

Ability Score Racial Traits: Gripplis are nimble and alert, but spindly. They gain +2 Dexterity, +2 Wisdom, and –2 Strength.
Size: Gripplis are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Type: Gripplis are humanoids with the grippli subtype.
Base Speed: Gripplis have a base speed of 30+10=40 feet and a climb speed of 20+10=30 feet. (+10 to move speeds from scion talent)
Languages: Gripplis begin play speaking Common and Grippli. Gripplis with high Intelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, and Sylvan.
Jumper Gripplis with this trait are always considered to have a running start when making Acrobatics checks to jump. This racial trait replaces camouflage.
Glider: Gripplis' aerodynamic bodies and thick webbing between the toes enable a falling grippli to treat the distance fallen as half the actual distance. The grippli can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen. The grippli cannot use this trait if it is wearing heavy armor, is carrying a heavy load, or is unable to react to the fall (such as being helpless). This racial trait replaces swamp stride.
Weapon Familiarity: Gripplis are proficient with nets.
Darkvision: Gripplis can see perfectly in the dark up to 60 feet.

traits:

Darkest Before Dawn (Faith) Benefit(s): You gain a +2 trait bonus on saving throws against spells with the emotion, fear, or pain descriptor. Once per day, you can increase this bonus to +4 for a single save, but you must make this decision before you attempt the saving throw.

Two-World Magic (Magic) Benefit: Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn't have 0-level spells). For example, if you are a druid, you could select mage hand and thereafter prepare it as a 0-level druid spell; if you are a sorcerer, you could select know direction as a 0-level sorcerer spell known.

Umbral Unmasking (Drawback) Effect: You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

Sensitive Mind (campaign) You awake in the asylum horribly aware of dangers lurking nearby. While your memories are hazy and indistinct, everything around you looks vibrant and clear. You have an inkling that you have always been perceptive and can tell a lot about a person even in a quick meeting. This sensitivity can overwhelm you at times, especially in your current situation.... Benefit: You gain a +1 trait bonus on Appraise, Perception, and Sense Motive checks, and one of these (your choice) is a class skill for you. In addition, once per week you can use the psychometry occult skill unlock even if you are not capable of casting psychic spells or have the Psychic Sensitivity feat. See Pathfinder RPG Occult Adventures for more information on psychometry and other relevant occult skill unlocks.

feats:

Extra Talent You are learning new ways to use your divine powers. Prerequisite: Godling. Benefit: You gain a scion talent (from the list of scion talents available to your sub-class of godling). Special: This feat may be taken more than once. Each time it is selected, it gives you 1 additional scion talent.

godling adept class features:

Class Skills The adept godling’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy
(Cha), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowlege (all)(Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex),
Spellcraft (Int), Stealth (Dex), and Use Magic Device (Int).
Skill Ranks per Level: 6 + Int modifier.

Spells The spells of an adept godling are an expression of her raw will and inherent mystic power. Because of this, her spell ability works slightly differently than most spellcasting classes. The details of an adept godling's spell ability are detailed below.

Spell List Selection: An adept godling casts spells drawn from a spell list selected when the character is created. Adept godlings may choose the list of any class that grants access to 1st level spells at level 1. The godling is considered an arcane spellcaster if an arcane spell list is selected, and a divine caster if a divine list is selected. The selected list becomes the class spell list for that particular godling character. sorceror/wizard

Spellcasting Attribute: An adept godling must select an ability score to fuel her spells when she takes her first level of adept godling. This is referred to as her spellcasting attribute. She may select any ability score to act as her spellcasting attribute, but once this choice is made it can never be changed. wisdom

To learn or cast a spell, an adept godling must have a spellcasting attribute score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adept godling's spell is 10 + the spell level + the adept godling's spellcasting attribute modifier.

Spells Known/Spells Per Day: The adept godling can cast any spell she knows without preparing it ahead of time. Like other spellcasters, a godling can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Adept Godling Spells Known. In addition, she receives bonus spells per day if she has a high spellcasting attribute score. The adept godling's selection of spells is extremely limited. An adept godling begins play knowing four 0-level spells and two 1st-level spells of the godling's choice from her spell list. At each new adept godling level, she gains one or more new spells, as indicated on Table: Adept Godling Spells Known. (Unlike spells per day, the number of spells an adept godling knows is not affected by her spellcasting attribute score. The numbers on Table: Adept Godling Spells Known are fixed.)

Adept godlings can periodically change their spells known. An adept godling does so upon reaching 5th level, and at every third godling level after that (8th, 11th, and so on). At these levels, the godling can choose to learn a new spell in place of one she already knows. In effect, the godling “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level spell the godling can cast from her spell list. A godling may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

An adept godling need not prepare her spells in advance. She can cast any spell he knows at any time, assuming she has not yet used up her allotment of spells per day for the spell's level.

Dispel Resistance: Because the spells of adept godlings are powered by internal immortal might, rather than drawn from a pool of magic accessed by some mortal heritage or tapped through skill and training, the spells are much harder to dispel or suppress. The godling is considered to have special spell resistance (equal to 10 + godling level) that applies only against dispel and anitmagic effects. This special SR applies to antimagic and dispel affects that ignore normal SR.

When spells cast by a godling first interact with an antimagic field (or any similar area), there is a chance the field fails to suppress the godling's innate spell power. A caster level check must be made for each spell when it first encounters the antimagic field. This SR also applies to any similar effect that does not work against gods and artifacts.

Concentration: As acts of will, the spells cast by adept godlings do not require focused attention to cast. Thus an adept godling does not need to make concentration checks to cast her spells, even if she suffers damage, distraction, violent motion, or is grappled. An adept godling does still need a free hand to cast spells with somatic components, so a pinned godling may not be able to cast such spells because her hands are also pinned.

Arcane Spell Failure: As long as an adept godling feels secure and confident, she can make very simple gestures to satisfy the somatic componets of her spells. As a result, godlings do not suffer arcane spell failure in armor with which they are proficient. This is true even for adept godlings that select a spell list from a class that does suffer arcane spell failure.

Ascendancy As expressions of the godling's innate mystic power, her spells are subject to her desires, and can be altered through pure acts of will. This power is known as the godling's ascendancy and is divined into minor and major powers. An adept godling has one minor ascendancy at 1st level. Adept godlings receive additional minor ascendancies at 5th and 9th level, and major ascendancies at 13th and 17th level. Once an ascendancy has been selected, it cannot be changed. An adept godling may always select a minor ascendancy instead of a major, if she prefers.

Hex Lord (Su): You have developed a power similar to those granted witches by their supernatural patrons, but in your case the power is fueled by your own mote of divinity. Select one witch's hex (not major hex or grand hex). You gain use of that hex, using your godling level as your witch level when determining the hex's effects. You may base any calculations regarding the hex that are ordinarily based off of Intelligence or Charisma off of any ability score of your choice instead (once made, this choice cannot be changed).
...Healing* (Su) A witch can soothe the wounds of those she touches. Effect: This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

scion talents As a godling gains experience, he learns a number of talents that aid him and confound his foes. At 3rd, 4th, and 6th levels, a godling gains one scion talent. A godling cannot select an individual talent more than once unless the talent states otherwise.

Scion of the North Wind (Ex): Your godling powers allow you to call upon the speed and constant might of the north wind. Your movement rate gains a +10 ft. bonus. Also, as a swift action you can move up to your movement rate. You may do this once per day, +1 additional time per day for every 5 levels you possess. (bonus scion talent from feat)

Lineage Domain: As a result of their divine bloodline, adept and eldritch godlings gain access to the powers and spells of a cleric domain. Once these domains are selected they cannot be changed. (While the player selects these domains, the godling character gains these as inherent powers with no choice or effort required). Lineage domains need not be the ones the godling’s divine parent grants to clerics—not all godlings have powers related to their parent’s realm of authority. The godling uses her class level for her effective cleric level. A godling uses her spellcasting attribute modifier (rather than her Wisdom modifier) to determine save DCs and uses/day of all her lineage domain powers.

Scalykind Domain

Granted Powers:

Venomous Stare (Sp): You are a true lord of reptiles, able to induce pain, panic, and confusion with a mere glance, and your mesmerizing eyes can even drive weak creatures into unconsciousness. As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. The target must make a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). Those who fail take 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess and are fascinated until the beginning of your next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.

Serpent Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level –2. You may choose either a viper or a constrictor snake as your companion.

Domain Spells: 1st—magic fang, 2nd—animal trance, 3rd—magic fang (greater), 4th—poison, 5th—animal growth*, 6th—eyebite, 7th—creeping doom (takes the form of Diminutive-sized snakes), 8th—animal shapes*, 9th—shapechange.

* Includes only viper and constrictor snakes.

spells:

lvl 0, 5 spells known, dc 14: prestidigitation, telekinetic projectile, daze, ray of frost, message

lvl 1, 3 spells known, dc 15, cast 3+1/day: color spray, mage armor, grease, domain: magic fang

equipment:

Backpack
Bedroll
3xCaltrops
Scroll Case
10xChalk
10 Torches
Flint and Steel
Grappling Hook
Collapsible 12 foot metal pole (1 foot segments)
2x Waterskins
50 ft, Silk Rope
10 days, Rations
Potions (Blue Liquid) [Detects as Magical]
Dagger (Masterwork)
Belaying Pin
4x alchemist fire
journal
25 sheets of paper
5 inkpens
ink
doctor's outfit
10 gp

background: