Petrune

Greysov's page

26 posts. Alias of LackofFocus.


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Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

I wish I could have played him more to develop him, but at this point work has been horrible and the only time I have to post is on weekend, it was fun playing with you all for the short time I did.


Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

Before he sits to next to Pervince, Greysov bows slightly "Good Morning Lord Ureste thank you for your Hospitality."

Once seated he turns to Pervince "I was told by my Nona Milena that you can't always count on magic to get you out of rough spots so you need to keep you skills sharp. Greysov takes a drink of water "I took no ire at what you said or how you acted, Binding of the groups wounds is one of my talents and I am glad to use it. I was glad to have helped you."


Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

Knowledge Local 1d20 + 2 ⇒ (18) + 2 = 20

Greysov bows slightly to the middle age dwarf that is standing with the Sheriff's and Deputies, knowing he is someone to be noted.

Knowledge Local 1d20 + 2 ⇒ (14) + 2 = 16

Greysov pay's attention to how the half-orc treats Venrich and Muziel noting what they are called and how they are treated so he doesn't make a mistake while in the embassy. Then notes how Venrich is stubbling with the Captian's name. Greysov wonders if he should remind him.


Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

Fortitude Save 1d20 + 2 ⇒ (19) + 2 = 21

Greysov feeling Nethys himself talk to him as the storm came and it's power passed through him. "The answer is in the storms, pray when they come I may answer my servant." His god has talked to him even though other of his kind say he is crazy for coming to the wastes to worship Nethys. Greysov now knows this is where the God's true power is.

Greysov looks at the chaos now taking place after the God Storm, he notices Zardok and Kera are now slumped down looking worn from a night of travel and battle.

Heading to Zardok side first "Let us make you comfortable while you get your strength back." Grey pulls some dried meat out his bag "Eat that it should help."

Heal Check 1d20 + 7 ⇒ (4) + 7 = 11

After helping Zardok he heads to Kera repeating what he did to for Zardok handing her a piece of dried meat and a skin of water "Here take these and get your Strength back we will need to move soon.

Heal Check 1d20 + 7 ⇒ (9) + 7 = 16


Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

Muziel for his dealings with Venrich.


Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

Cheers to those who got the extra Hero Points. The Con, Work and Illness has really slowed me down.


Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

Knowledge Arcana 1d20 + 5 ⇒ (18) + 5 = 23

Not having much left for magic that can cause harm he cast Shield of Faith to help protect himself from the Voidworm.

AC 21

Once Done praying Greysov flicks his wrists producing a dagger in each hand ready to throw. "We might have problems here, Really big problems."


Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

Greysov Calls Judgement on the Assassin making it easier for him to cast spells.

Greysov cast's acid Splash on the Assassin, Concentration 1d20 + 15 ⇒ (10) + 15 = 25

Ranged Touch Attack 1d20 - 1 ⇒ (2) - 1 = 1

Acid Splash Damage 1d3 ⇒ 3


Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

Posted Init, will put something up combat as well.


Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

Initiative 1d20 + 5 ⇒ (13) + 5 = 18


Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

Nimon:
Didn't forget, Does Greysov know where the Saloon is, so he sneak off or he can head there after this encounter.

Greysov watches this creature of Nidal not fully trusting him. Greysov doesn't put away his staff ready for another attack. placing a hand on Pervince's shoulder then whispers "Stabbing him will not solve anything, though it is tempting for he is a foul and corrupted."

Knowledge Religion 1d20 + 5 ⇒ (12) + 5 = 17


Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

Greysov helps Pervince up "Come on let's get going."


Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

Pulling out his first aid kit Greysov begins to look over Pervince's wounds to heal him.

Heal check for diagnosis 1d20 + 7 ⇒ (15) + 7 = 22

Heal check for patching him up 1d20 + 7 ⇒ (16) + 7 = 23


Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

Greysov is using Sacred Touch on Pervince which allows me to stabilize with a touch not sure if that acts as the ability or not.

Now that the Ratfolk are out of the way Greysov rushes forward to Pervince kneeling next to him then laying his hand over Pervince's heart allowing his ability to stop death to do it's work. "time to come back to us."


Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

Greysov feeling pressed by the 2 Ratfolk strikes at the closer one with his staff.

QuarterStaff Attack 1d20 + 3 ⇒ (12) + 3 = 15

QS Damage 1d6 + 3 ⇒ (2) + 3 = 5


Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

Initiative 1d20 + 5 ⇒ (9) + 5 = 14

Greysov draws his Quarterstaff and prepares to attack the Ratfolk. Hoping to clear the way to Pervince so he can tend to his wounds.


Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

To Hanna:
Greysov, you were the only one I noticed that got my message. I would beg of you a favor. Go with the group into the sewer and give this to Samuel Reidford. Hanna hands Greysov a Star Pendant made of Fire Forged Steel. You can find him in the Black Powder Saloon. There is a sewer access on the way to the courtyard. Give him this and tell him its time.

[b]"I will my Lady, and give him the message." Greysov Bows to Hanna and continues off with his party to the sewer.

Greysov thought he heard something at the end of the party and stopped forgetting to tell the others to stop while they continued he he listened. trying to figure what was there.

He lite his torch and realized the party had moved on Greysov head forward to catch up with the group.

Greysov being paranoid continues to scan the sewers as he goes on the sewers until he catches up with group.

Perception 1d20 + 7 ⇒ (1) + 7 = 8

Survival to track them 1d20 + 8 ⇒ (17) + 8 = 25


Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

Yes in the mighty sewers will post after the kids are in bed


Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

Sorry still here was at my local con, running PFS will read everything and catch up


Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

Now that Greysov is against the wall he will try to find the door to close it and make sure no one escapes.

Perception 1d20 + 7 ⇒ (5) + 7 = 12

Strength Check to bar the door if he finds it 1d20 + 3 ⇒ (14) + 3 = 17


Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

Greysov now Blind uses his other senses and his staff to try to get toward the wall getting out of combat.

Perception 1d20 + 7 ⇒ (2) + 7 = 9


Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

Initiative 1d20 + 5 ⇒ (7) + 5 = 12

Fortitude 1d20 + 2 ⇒ (3) + 2 = 5


Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

Sense Motive 201d20 + 8 ⇒ (20) + 8 = 28

Sense Motive 251d20 + 13 ⇒ (13) + 13 = 26

Knowledge Dungeoneering 1d20 + 5 ⇒ (20) + 5 = 25

Perception 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12

Greysov listens to the to the Duchess wondering what stress she might be under and wonders if the other present picked up on it.

"My Lady you can count on my assistance, in any problems you might have it is my honor to serve." Greysov touches his holy symbol nodding at the Duchess and then he bows.

He then looks around the room watching the expression on the faces around the room and anything else that catches his eye.


Init +5, Per +7, AC 19, touch 13, flat-footed 16, HP 8, CMB +3, CMD 16, Sense Motive +8 Human Inquisitor (heritic)

Greysov
Male Human (Varisian) Inquisitor 1
N Medium Humanoid (human)
Hero Points 1
Init +5; Senses Perception +7
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Defense
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AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 8 (1d8); judgement of sacred healing 1
Fort +2, Ref +3, Will +5
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 2 (acid)
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Offense
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Speed 20 ft.
Melee Dagger +3 (1d4+3/19-20/x2) and
. . Dagger +3 (1d4+3/19-20/x2) and
. . Quarterstaff +1 (1d6+3/1d6+1/x2) and
. . Touch Attack +3 (As Spell/x2)
Special Attacks judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Inquisitor Spells Known (CL 1):
1 (2/day) Shield of Faith, Cure Light Wounds
0 (at will) Disrupt Undead, Acid Splash, Detect Magic, Guidance
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Statistics
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Str 16, Dex 16, Con 11, Int 12, Wis 16, Cha 7
Base Atk +0; CMB +3; CMD 16
Feats Amateur Gunslinger, Gunsmithing, Two-weapon Fighting
Traits Reactionary, Sacred Touch
Skills Acrobatics -2 (-6 jump), Climb -2, Escape Artist -2, Fly -2, Heal +7, Intimidate +3, Knowledge (arcana) +5 (+8 to identify the abilities and weaknesses of creatures), Knowledge (dungeoneering) +5 (+8 to identify the abilities and weaknesses of creatures), Knowledge (religion) +5 (+8 to identify the abilities and weaknesses of creatures), Perception +7, Ride -2, Sense Motive +8, Spellcraft +5, Stealth -2, Survival +7 (+8 to track), Swim -2 Modifiers monster lore
Languages Common, Dwarven, Varisian
SQ deed: quick clear, disruptive shot (dc 13), domains (black powder inquisition), hero points, judgement (1/day)
Combat Gear Healer's kit, Healer's kit; Other Gear Lamellar (steel) armor, Dagger, Dagger, Quarterstaff, Touch Attack, Inquisitor's kit, Surgeon's tools, Wrist sheath, spring loaded (1 @ 1 lbs), Wrist sheath, spring loaded (1 @ 1 lbs), 24 GP
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Special Abilities
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Amateur Gunslinger Although you are not a gunslinger, you have and can use grit.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Disruptive Shot (DC 13) When you hit an arcane spellcaster or a creature that uses spell-like abilities with a firearm attack, that creature must succeed at a Fortitude saving throw. If the spellcaster fails, he takes a -4 penalty on concentration checks for 1 round.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Inquisitor Domain (Black Powder Inquisition) Deities: Any (with GM approval).

Granted Powers: You gain Exotic Weapon Proficiency (firearms) and Gunsmithing as bonus feats. When you hit an arcane spellcaster or a creature that uses spell-like abilities with a firearm attack,
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Acid) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
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Greysov was unsure how long he had been a prisoner of the Calikang. He lost track after the first few weeks the torture went on. Greysov wasn't even a practictioner of magic he had joined a caravan on the way to Alkenstar City to try to become a Shield Marshal. That did not happen the caravan was ambushed by Calikang and that is when the Torture began.

One day a vision came of a land of wild magic, a place of mutations and violence. In the middle of this strange land was a man dressed in black and white one side of his face was fair and handsome the other was black with viens of a strange energy flowing through him. The man waved the black hand towards the land around him and it cleansed by fire.

This vision gave Greysov a renewed strength to escape through spells and Knowledge of the destructive power of guns. Greysov used this knowledge to escape so he could continue on to Alkenstar and accomplish the Mission the God of Magic showed him. He will help bring stability to magic to this land. Greysov was found at the gates to Alkenstar with half his hair bleached white with a broken gun in one hand and a staff in the other. This began his life in Alkenstar.
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Victim of Calikang Torture You are one of the misfortunate spellcasters to be caught by a Calikang and brought to the spellscar desert to "heal" the magic. Performing magic in this extreme condition has permanitly sickened you, but has had its benefits. -1 con. +4 concentration checks. You can sense the chaotic magical nature of the Mana Wastes. You can predict magic storms and feel magic voids within 100'. By predicting the ebb and flow of this chaos you can produce magic and spell like abilities of your level or ability with a successful concentration check. A failed check means your spell fizzles.Scrolls, items and potions still have no effect.In magic voids you are still unable to cast, but as stated above you can detect these voids and try to avoid them. When casting during a magic storm, there is a 25% chance for a random magical mishap to occur.


Ok the background is updated while writing didn't come out as I thought but it works.


Ok so not a Druid but an Inquisitor of Besmara who Hates Pirate hunters because they seem to be worse than the pirates. Working up the background