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Grigg the scarlet shamed's page

126 posts. Alias of orionbasher.


Full Name

Grigg

Race

HP: 33/33 | AC: 15/13/12| Fort: +7 | Ref: +5 | Will: +8 | Init: +3 | Perc: +3 | CMB: +3 | CMD: 16|Shorsword: +4;1d4+1|

Classes/Levels

hidden preist 4

Gender

male

Size

small

Special Abilities

Channel,magic

Alignment

LN

Deity

Kelinahat

Languages

Draconic

Occupation

Herbalist

Strength 12
Dexterity 16
Constitution 14
Intelligence 11
Wisdom 16
Charisma 14

About Grigg the scarlet shamed

Character Crunch:

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Male Kobold Hidden priest of Kelinahat
Lawful neutral Small Reptilian
Init+3; Dark-Vision 60ft Perception +3

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 Defense
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AC 15, touch 13, flat-footed 12 (+0 armor, +0 Shield, +3 Dex, +1 natural, +1 size) 
HP33 (8 +21 +2 from favoured class)
Fort+7,Ref+5,Will+8
 

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 Offensive
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Speed30 ft. 
Ranged() 
Melee Masterwork Short sword 1d20+4
Special AttacksMagic, channel
Spell-Like Abilities None 
 
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statistics
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Str:12,Dex:16,Con:14,Int 11,Wis:16,Cha:14
Base atk+3 CMB+3CMD+16
Languages:Draconic
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Feats
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Blind-Fight (combat) Darkness domain bonus feat
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.

weapon finesse(combat) lvl 1 feat
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
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Traits
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wyrmcrowned(diplomacy) Choose either Diplomacy or Intimidate. You gain a +2 racial bonus on checks with that skill,
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Class Features
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 Class Skills:
Hidden Priest
False Arcanist (Ex): At 1st level, a hidden priest is able to disguise his cleric spellcasting, presenting it as arcane magic of some kind. Typically, this is as alchemist, bard, sorcerer, or wizard magic, and the cleric disguises the words and gestures of the cleric spell with accoutrements appropriate to his apparent profession. He must make a skill check (DC 10 + twice the level of the spell) to disguise his casting and successfully cast the spell. The type of skill check depends on the type of caster he pretends to be: Craft (alchemy) for alchemist, Perform for bard, Knowledge (arcana) for sorcerer or wizard. Using Spellcraft to identify the spell works normally, though unless the observer beats the DC by 10 or more, she doesn’t suspect the source of the magic is divine.
Unseen Devotion (Su): At 8th level, a hidden priest can apply the Silent Spell and Still Spell feats to a spell he is about to cast. This does not alter the level of the spell or the casting time. He can use this ability once per day at 8th level and one additional time per day for every four additional cleric levels beyond 8th. Even though this ability does not modify the spell’s actual level, he cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that he is capable of casting. This ability always applies both feats (the cleric cannot use it to just apply one or the other). This ability replaces one of the cleric’s two 8th-level domain powers (his choice).
Domains
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Darkness domain ( loss subdomain)
Granted Powers: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.
Touch of Darkness (Sp): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Forgetfulness (Su): At 8th level, you can emit a 30-foot aura of forgetfulness for a number of rounds per day equal to your cleric level. Creatures you target in this area must make a Will save or have no memory of any time spent inside the area. In addition, spellcasters in the area lose one prepared spell or available spell slot per round spent in the area, starting with 1st-level spells and going up through higher-level spells. Spellcasters are allowed a save each round to negate this loss (this save is separate from the memory loss save). These rounds do not need to be consecutive.
Domain Spells: 1st—obscuring mist, 2nd—blindness/deafness (only to cause blindness), 3rd—deeper darkness, 4th—shadow conjuration, 5th—enervation, 6th—modify memory, 7th—power word blind, 8th—greater shadow evocation, 9th—9th—energy drain.

Knowledge domain ( thought subdomain)
Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.
Read Minds (Su): At 8th level, you can broaden your mental spectrum to encompass those around you. Doing so allows you to read the mind of every creature within 30 feet as if you had cast detect thoughts. This ability allows you to read the surface thoughts of any creature that you are aware of after only 1 round of concentration. Creatures in this area are allowed a Will save to negate the effect. The DC of this Will save is 10 + 1/2 your cleric level + your Wisdom modifier. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—seek thoughts, 4th—divination, 5th—telepathic bond, 6th—find the path, 7th—legend lore, 8th—mind blank, 9th—foresight.

Orisons

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 Skills 10 (8 from lvls and +2 favoured class bonus)
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Acrobatics +03
Appraise +0
Bluff +2
Climb +0
Craft (alchemy)+4 (+1 rank +class skill)
Diplomacy +6 (+2 cha +1 rank+ class skill+2 wyrmcrowned)
Disguise +2
Escape Artist +3
Fly +0 
Handle Animal +0
Heal +10 (+3 wis,+4 ranks,+class skill)
Intimidate +0
Knowledge (Arcana) +4 (1 Rank+ class skill) 
Knowledge (Dungeoneering)
Knowledge (Engineeering)
Knowledge (Geography)
Knowledge (History)
Knowledge (Local)
Knowledge (Nature) +4 (1 Rank+knowledge domain class ability)  
Knowledge (Nobility)
Knowledge (Planes)
Knowledge (Religion)
Perception +3
Profession (herbalist) +0
Perform +0
Ride +0 
Sense Motive +8 (3wis+2lvls+class bonus)
Spellcraft +0
Stealth +7 (+3 dex, +4 size bonus)
Survival +0
Swim +0
Use Magic Device+0
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Magic
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lvl 0 spells/Orisons (4)
Guidance
Detect magic
Read magic
Resistance
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lvl 1 spells (3+1)
Magic weapon
Doom
Bless
-spell slot left free-
obscuring mist (domain)
comprehend languages (domain)
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lvl 2 spells (2+1)
Status
-spell slot left free-
blindness/deafness (blindness only) (domain)
detect thoughts (domain)
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Special Abilities
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Touch of darkness
Lore keeper
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Equipment
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 Churigeon's kit -4 ibs
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Healer's kit (10/10 uses remain)
Strong brandy
potion of CLW
Smelling salts
alchemist's kindness (2)
antiplague (2)
antitoxin (2)
bloodblock (2)
soothe syrup (2)

Alchemist crafting kit-5 ibs

Cleric's kit- 32 ibs +2ibs from masterwork backpack
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backpack (masterwork)
belt pouch
bedroll
candles (10)
cheap holy text
flint and steel
iron pot
mess kit
rope
soap
spell component pouch
torches (10)
trail rations (5)
Water skin
Wood holy symbol
Journal (99 pages remain)
charcoal sticks (3)

Master work shortsword-2 ibs
1d4 (small), 1d6 (medium); Critical 19-20/x2; Range —; Type P; Special —
Cloak of resistance +1 -1 ibs

Total gold remaining (2215.5)+(500)
Total Weight (41)/light
Carrying capacity
Light:less than or equals to 50 ibs
Medium: 51 to 100 ibs
Heavy: 101-150 ibs
 

Kobold Racial Traits:

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Racial Traits
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–4 Strength, +2 Dexterity, –2 Constitution: Kobolds are fast but weak.
Small: Kobolds are Small and 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.
Normal Speed: Kobolds have a base speed of 30 feet.
Darkvision: Kobolds can see in the dark up to 60 feet.
Armor: Kobolds have a +1 natural armor bonus.
Weakness: Light sensitivity.
Languages: Kobolds begin play speaking only Draconic. Kobolds who have high Intelligence scores can choose any of the following bonus languages: Dwarven, Gnome, and Undercommon.
Wyrmcrowned( diplomacy)Your horns have grown to the extent that they appear similar to those of a dragon who shares your scale color, lending a draconic power or menace to your dealings with others. Choose either Diplomacy or Intimidate. You gain a +2 racial bonus on checks with that skill, and it is always a class skill for you. This racial trait replaces crafty.