Baron Galdur Vendikon

Gristav's page

2,377 posts. Alias of KRNVR.


Race

M 1/2E Magus 4 :2223a1: BAB3 CMB/D:5/17 AC/T/Ff:16/12/14 Init2 Perc1?3(F:9) HP36/36 FRW6,5,3(F:6)

Classes/Levels

UMD11 Scft10 Alch/K:Arc/K:Lcl/Appr7 Ride/Climb/Swim/Dance:6 Dipl/Intim/Acrobatics5 Sense Motive3(F:6)

About Gristav

Preferred image on this page: https://lancerus.fandom.com/wiki/Half-Elf

https://vignette.wikia.nocookie.net/lancerus/images/2/2a/Half-Elf_1.jpg/rev ision/latest?cb=20170910073938

M 1/2E Magus 4 :2223a1: BAB3 CMB/D:5/17 AC/T/Ff:16/12/14 Init2 Perc1/3(F:9) HP36/36 FRW6,5,3(F:6)

Acro5 Appr7 K:Arc7 K:Lcl7 Ride6 Scft10 UMD11 Diplomacy5 Intim5 SenseMotive3(F:6) P:Dance6 Climb6 Swim6 Alchemy7

UMD11 Scft10 Alch7 K:Arc7 K:Lcl7 Appr7 Ride/Climb/Swim/Dance:6 Dipl/Intim:5 Acrobatics5 Sense Motive3(F:6)

GRISTAV
Male half-elf Magus 4
NG Medium humanoid (half-elf)
Init +2 ; Senses Perception +1(Fam:9), Keen Senses(+2 sight-based, +2 sound-based), Low-light Vision, Darkvision 60'(Blended View, loses Multitalented)
==DEFENSE==
AC 16, touch 12, flat-footed 14 (+4 armor, +2DEX)
hp 36 (1d8+2+7+2+6+2+7+2)
Fort +6, Ref +5, Will +3 (Familiar +6)
Defensive Abilities Elven Immunities
==OFFENSE==
Spd 30 ft/x4
Melee Quarterstaff +5 1d6+4 20/x2 Free Non-lethal
Melee Dagger, Melee +5 1d4+2 19-20/x2
Ranged Longbow, Composite +5 1d8 20/x3
==STATISTICS==
Str 14, Dex 14, Con 14, Int 17, Wis 8, Cha 12
Base Atk +3, Cmb +5Cmd +17
Feats Cosmopolitan (PFAPG 156)(Tien, Varisi, CS:appraise, local), Quarterstaff Master (PFUM 154), Skill Focus (Use Magic Device) (PFCR 134) Extra Traits
Traits Hunter's Eye(WP:Longbows), Missing Child(Dip and SM are CS), Monk Weapons Skill(+1 damage w/Quarterstaff), Mock Gladiator(no -4TH for non-lethal w/Quarterstaff, and 1/day may Intimidate when Crit confirmed)

Skills 24Rks 4(2+3)+4Fc
Acrobatics +5, 3Rk+2DEX
Appraise +7, 1Rk+3ClsFeat+3INT
Climb +6, 1Rk+3Cls+2STR
Craft: Alchemy +7, 1Rk+3Cls+3INT
Diplomacy +5, 1RK+3ClsTrait+1CHA
Intimidate +5, 1RK+3CLS+1CHA
Knowledge (arcana) +7, 1Rk+3Cls+3INT
Knowledge (local) +7, 1Rk+3ClsFeat+3INT
Perf:Dance +6, 2RK+1CHA+3Familiar
Ride +6, 1Rk+3Cls+2DEX
Sense Motive +3, 1RK+3ClsTrait-1WIS
Spellcraft +10, 4Rk+3Cls+3INT
Swim +6, 1Rk+3Cls+2STR
Use Magic Device +11, 4Rk+3Cls+1CHA+3Focus
Linguisitics +7, 1Rk+3Cls+3INT

Languages Common, Elven, Sylvan, Tien, Varisian, Aquan, Dwarven, Thassilonian
Combat Gear Longbow, Quarterstaff, Dagger, +1 Studded Leather

2nd-Level Spells: DC 15, Prepare* 2:
*Instant Weapon
*Violent Accident

1st-Level Spells: DC 14, Prepare* 4:

Spellbook:
*Frostbite
Mount
Grease
*Shield
Silent Image
Ill Omen
Unseen Servant
*Color Spray
Secluded Grimoire
*Blade Tutor’s Spirit(unless could prepare *Magic Weapon from Tendal's spellbook)

Cantrips: DC 13, Prepare* 4:

Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
*Brand: SA:V,S,(DF) R:tch T: crtr tchd D:1D/lvl SV:Fort neg SR:Y Effect: brand and 1HP
Dancing Lights: Creates torches or other lights.
Daze: A single humanoid creature with 4 HD or less loses its next action.
*Detect Magic: Detects spells and magic items within 60 ft.
Disrupt Undead: Deals 1d6 damage to one undead.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Open/Close: Opens or closes small or light things.
*Prestidigitation: Performs minor tricks.
*Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Spark: Ignites flammable objects.

Equipment:

GP SP LB
000 00 04 Quarterstaff
002 00 01 Dagger
004 00 01 Cold Iron Dagger
075 00 03 Longbow
001 00 03 Arrows, 20

000 00 - Holly
000 00 - Mistletoe
000 01 - Garlic
000 05 - Wolvesbane
005 00 - Silver Weapon Blanche, 1 unit
001 00 - Desnan Holy Symbol, Wooden

012 00 22 Pathfinder's Kit:

backpack
bedroll
belt pouch
clay mug
dagger
2 fishhooks
flint and steel
sewing needle
signal whistle
50 feet of string
50 feet of thread
waterskin
(needs replacing) week's worth of trail rations
whetstone

+1 Studded Leather
Potions: CLW
14.3 GP from Rotgut cashout
Navigational Charts
287 GP from Roderic's Cove cashout

=====
Gristav hails from a land of covens and crones. Big things were expected of him, grand things, glorious things. Things to him as hollow as they were great. Third of a Coven, First of a Claven, King of a Court! Such might still come to pass. But not today. Today, he's afoot. At large. And quite small.

=====
Spells with Curse Descriptor (see Hexcrafter)
Brand: SA:V,S,(DF) R:tch T: crtr tchd D:1D/lvl SV:Fort neg SR:Y Effect: brand and 1HP
Ill Omen: witch 1
Violent Accident

=====
Scenario: Full-round Action for Spell Combat, -2 to hit

If Arcane Pool applied to staff, add +1 to TH and Damage

[dice=Staff +2 BAB, +2 STR, -2 SplCom]d20+3[/dice]
[dice=Staff 1d6, +3 STR(2h)]d6+4[/dice]
[dice=Defensive cast: Brand SpellCraft +10 vs DC 15]d20+10[/dice]
[dice=Spellstrike Brand w/ Staff]d20+3[/dice]
[dice=Staff 1d6, +2 STR]d6+3[/dice] + Fort DC 13 or +1 HP and Brand effect

PFS Legal Monk Weapon Skill
Source Weapon Master's Handbook pg. 5
Category Basic (Combat)
Your exposure to teaching from the Houses of Perfection makes your attacks with monk weapons even more deadly. Select one monk weapon with which you are proficient (unarmed attacks do not qualify for this purpose). You gain a +1 trait bonus on damage rolls with this weapon.

PFS Legal Mock Gladiator
Source Heroes of the Streets pg. 16
Category Basic (Social)
You have learned how to work a crowd in Magnimar’s mock-gladiator fights. Choose one weapon. You take no penalty on attack rolls when dealing nonlethal damage with that weapon, and once per day if you score a critical hit with the weapon, you can immediately attempt an Intimidate check to demoralize your target.

Familiar:
Butterfly(Thrush) familiar (adds +3 to Perform skill), Emissary archetype

HD 4, HP 18 (Half Gristav’s 36)
BAB 3+2DEX
FRW* 246 ( best of (Gristav base 414, 220 = 424 ) + stat (-2,+2,+2) )
*Will save can be supported by Gristav
AC 18, touch 16, flat-footed 16 (+2 Dex, +4 size, +2 NA)
AC Fighting Defensively 21, AC Total Defense 24
Str 1(-5), Dex 15(+2), Con 6(-2), Int 7(-2), Wis 15(+2), Cha 6(-2)

Skills: Per skill: Best of: Normal skill ranks for that animal(2+INT/HD) or the master's skill ranks. 3 Rks, 1Rk in each of Heal, Perception, Stealth, marked w/!, below.

Class Skills: Acrobatics, Climb, Fly, Perception, Stealth, and Swim.
+ Heal, KN:Religion, and Sense Motive
“Small animals like these use Dexterity to modify Climb and Swim checks.”

Gristav’s skills applied for Ranks:

Acrobatics +8, 3Rk+2DEX+3Cls
Appraise -1, 1Rk-2INT
Climb +6, 1Rk+3Cls+2DEX
Craft: Alchemy -1, 1Rk-2INT
Diplomacy -1, 1RK-2CHA
Fly +12 (+12 from creature listing, guessing…)0Rk+(3Cls)+2DEX+6Dim+4Maneuver
Heal +6, 1Rk!+3Cls+2Wis
Intimidate -1, 1RK-2CHA
Knowledge (arcana) -1, 1Rk-2INT
Knowledge (local) -1, 1Rk-2INT
Kn: Religion +0 (dunno… 0+3Cls-2INT)
Perception +9 1Rk!+3Cls+2WIS+3Focus
Perf:Dance +0, 2RK-2CHA
Ride +3, 1Rk+2DEX
Sense motive +6, 1RK+3Cls+2WIS
Spellcraft +2, 4Rk-2INT
Stealth +18, 1Rk!+3Cls+2DEX+12Diminuitive
Swim +6, 1Rk+3Cls+2DEX
Use Magic Device +2, 4Rk-2CHA

Master Lvl NA Int Special
1st–2nd +1 6 Divine Guidance, Improved Evasion, Share Will, Empathic Link
3rd–4th +2 7 Domain Influence (Luck Domain, 1/day)

EMISSARY

[Deity worship is required and a legal domain must be selected from those available] Emissary
Source Familiar Folio pg. 10 (Amazon)
The emissary is touched by the divine, serving as a font of wisdom and a moral compass for its master.

Class Skills: An emissary treats Heal, Knowledge (religion), and Sense Motive as class skills.

Divine Guidance (Sp): An emissary can cast guidance at will. This ability replaces alertness.

GUIDANCE
Source PRPG Core Rulebook pg. 292 (Amazon)
School divination; Level adept 0, cleric/oracle 0, druid 0, hunter 0, inquisitor 0, medium 0, occultist 0, shaman 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0
Casting Time 1 standard action
Components V, S
Effect Range touch
Target creature touched
Duration 1 minute or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes
Description
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Share Will (Su): Whenever an emissary or its master fails a save against a mind-affecting effect that affects only one of them, the other can choose to attempt the save as well. If this second save succeeds, treat the original save result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target. This ability replaces share spells.

Domain Influence (Sp or Su): At 3rd level, the emissary gains a spark of divine power from the patron that sent it. Choose one appropriate domain that grants a 1st-level domain power usable a number of times per day equal to 3 + the user’s Wisdom modifier. The emissary can use that power once per day. This ability replaces deliver touch spells.

Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result.