Peren Ambergross

Grex Endacems's page

47 posts. Organized Play character for david barker.


Full Name

Grex Endacems

Race

HP 16/16 | AC 16 | F +5 R +6 W +5| Perc +3 | Stealth +3 |

Classes/Levels

speed 25 ft | Hero 0/3 | Active Conditions: ---

Gender

Male WellsprinG Gnome, Elemental Sorcerer Lv 1

Size

2'10"

Age

32

Special Abilities

Focus pts: 1| Elemental Toss (1) | Spell DC: 17 Spell attack: +7

Alignment

LN

Deity

Abadar

Location

lv 1 3/3 lv 2 0/0 lv 3 0/0 lv 4 0/0 lv 5 0/0 lv 6 0/0 lv 7 0/0 lv 8 0/0 lv 9 0/0 lv 10 0/0

Languages

Common, Gnome, Sylvan, Dwarven

Occupation

lawyer

Strength 8
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 10
Charisma 18

About Grex Endacems

PFS Information::

PFS Number:12817-2001
Experience: 5
Fame: 5
Gold: 18 gp
Training: The Scrolls (3)

Major Factions
Envoy’s Alliance: 5
Grand Archive: 0
Horizon Hunters: 0
Vigilant Seal: 0
Minor Factions
Radiant Oath: 0
Verdant Wheel: 0
All Faction Reputation
Total (Sum of the Above) Reputation: 5

Purchased Boons
Envoy’s Alliance Champion (Faction) (0 Fame)


Grex Endacems:

Gnome (Wellspring)
Barrister
Sorcerer (Elemental); Level: 1; Experience: 0
Small humanoid Gnome
LN, reveres Abador
Associations: Pathfinder Society
Languages: Common, Gnomish, Sylvan, Dwarven
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ABILITY SCORES
STR 8 (-1), DEX 16 (+3), CON 12 (+1)
INT 12 (+1), WIS 12 (+0), CHA 18 (+4)
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SENSES
Perception: +3 [T]
Special Senses: Lowlight

combat:

DEFENSES

HIT POINTS: 16/16

ARMOR CLASS
AC: 16
Shield: none

Unarmored: [T], Light: [U], Medium: [U], Heavy: [U]

SAVING THROWS
Fortitude: +5 [T]
Reflex: +6 [T]
Will: +5 [E]
Notes: -
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OFFENSE

Class DC: 17 [T]

Speed: 25 ft Movement Types: -

Melee Strikes
Dagger +6 [T]
1d4-1 [P] (Agile, Finesse, Thrown 10 Ft. Versatile S)

Ranged Strikes
Sling +6 [T]
1d6-1 (Propulsive)

Weapon Proficiencies
Simple: [T], Martial: [U], Unarmed: [T]


Skills:

Acrobatics: +6 [T]
Arcana: +4 [T]
Athletics: -1 [U]
Crafting: +1 [U]
Deception: +4 [U]
Diplomacy: +7 [T]
Intimidation: +7 [T]
Lore (Legal): +4 [T]
Lore (Library): +4 [T]
Medicine: +0 [U]
Nature: +4 [T]
Occultism: +1 [U]
Performance: +4 [U]
Religion: +1 [U]
Society: +4 [T]
Stealth: +3 [U]
Survival: +0 [U]
Thievery: +3 [U]

FEATS:

Ancestry Feats and Abilities
Heritage 1st: Wellspring Magic: Divine: Divine Lance (Lawful)
1st: First World Magic: Disrupt Undead

Skill Feats
Background: Group Impression

General Feats

Class Feats and Abilities

Feature 1st: Ancestry and background, initial proficiencies, bloodline, sorcerer spellcasting, spell repertoire


Bloodline: Elemental-Water:

A genie ancestor or some other elemental influence has imbued your blood with primal fury, affecting how the bloodline spells and granted spells marked with an asterisk (*), as well as your blood magic, function.

Spell List primal

Bloodline Skills Intimidation, Nature

Granted Spells cantrip: produce flame*; 1st: burning hands*; 2nd: resist energy; 3rd: fireball*; 4th: freedom of movement
5th: elemental form; 6th: repulsion; 7th: energy aegis; 8th: prismatic wall; 9th: storm of vengeance

Bloodline Spells initial: elemental toss*; advanced: elemental motion; greater: elemental blast*

Blood Magic Elemental energy surrounds you or a target. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes 1 damage per spell level. The damage is bludgeoning or fire, according to your elemental type (see below). If the spell already deals that type of damage, combine it with the spell’s initial damage before determining weaknesses and resistances.

ELEMENTAL TYPE
At 1st level, choose the type of elemental that influenced your bloodline: air, earth, fire, or water. If your element is air, you buffet your foes with powerful winds; if it’s earth, you toss huge chunks of rock; if it’s fire, you incinerate your foes with flame; and if it’s water, you inundate your foes with torrents of water. For fire, all marked spells deal fire damage. For other elements, they deal bludgeoning damage. You also add the trait of the element you chose.

spells
Sorcerer DC: 17 (T) Spell Attack: +7 (T)
Divine DC: 17 (T) Spell Attack: +7 (T)

[b]per day
Lv 1: 3/3
Lv 2
Lv 3
Lv 4
Lv 5
Lv 6
Lv 7
Lv 8
Lv 9
Lv 10
Spells Known.
Cantrip
Disrupt Undead (FWM)
Divine Lance(WG)
Produce Flame-water bludgeoning (BL)
Electric Arc
Prestidigtation
Detect Magic
Tanglefoot
Level 1
Burning Hands-water bludgeoning(BL)
Hydraulic Push
Snowball
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EQUIPMENT:

Standard School Gear: minor healing potion, FEATHER TOKEN (LADDER)
Combat Gear: Dagger, Sling, 20 sling bullets
Other Gear: Fine clothing, Scholarly Journal, Writing Set (with extra paper and ink), adventurer's pack (14 rations, 5 torches, etc.)
Magic Items: -
Invested Items:

-
Bulk: 2 ( light) (Encumbered at: 4; Maximum at: 9)

Coins: 0 copper 6 silver 3 gold 0 platinum


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CHRONICLES

PFS(2) Q2 The Unforgiving Fire

1-06 Lost on the Spirit road