bought (Among the Dead): Nothing yet.
bought (Among the Living): Wand of Bless (2 PP), MW Tool (a feather for scribing) (50g), courtier's outfit (30g), decorations (30g)
Grunjar is bad with names... ...and now LEVEL 8!!!(tbd: Spell selection, purchases, gold)
Special Abilities, Feats, Traits, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
CMD 18 (+4 vs. trip)
Starknife +6 (1d4+1/20/x3)
cold iron Battleaxe +7 (1d8+1/20/x3)
silvered Morningstar +7 (1d8+1/20/x2)
Starknife +7 (1d4+1/20/x3)
Unarmed Strike +7 (1d3+1/20/x2)
Cleric Spells prepared (CL 8th; Concentration +15)
. . 4th(3+1): Freedom of Movement; Blessing of Fervor(2), Neutralize Poison (DC 21)
. . 3rd(5+1): Fly; Beacon of Luck(Desna), Daylight,
. . 2nd(5+1): Aid; Align Weapon,
. . 1st(6+1): Expeditious Retreat;
. . 0 (4,at will): Create Water, Detect Magic, Guidance, Read Magic (DC 17)
Cleric Spells Prepared (CL 8th; concentration +15)
. . 4th(3+1): Freedom of Movement; Blessing of Fervor(2), Neutralize Poison
. . 3rd(5+1): Fly; Beacon of Luck(Desna), Chain of Perdition, Daylight, Invisibility Purge, Remove Curse
. . 2nd(5+1): Aid; Align Weapon, Bear's Endurance, Bull's Strength, Burst of Radiance, Remove Paralysis, Silence
. . 1st(6+1): Expeditious Retreat; Bless, Ironbeard, Liberating Command, Murderous Command, Remove Fear, Remove Sickness
. . 0 (4, at will): Detect Magic, Virtue, Guidance, Create Water
SPELLS (list of many good cleric spells):
. . 4th: Freedom of Movement, Locate Creature; Air Walk, Blessing of Fervor, Chaos Hammer, Death Ward, Dismissal, Divine Power, Holy Smite, Inflict Critical Wounds, Neutralize Poison, Protection from Energy(communal), Restoration, Spell Immunity (DC 21)
. . 3rd: Protection from Energy, Fly; Beacon of Luck (Desna), Bestow Curse, Blessing of the Mole, Blindness/Deafness, Chain of Perdition, Create Food and Water, Daylight, Dispel Magic, Elemental Speech, Inflict Serious Wounds, Invisibility Purge, Magic Circle against Evil, Prayer, Remove Blindness/Deafness, Remove Curse, Revelation, Speak with Dead, Stone Shape, Tongues, Water Breathing, Water Walk, Wind Wall (DC 20)
. . 2nd: Aid, Locate Object; Align Weapon, Bear's Endurance, Bestow Weapon Proficiency, Bull's Strength, Burst of Radiance(CoP), Calm Emotions, Calm Spirit, Eagle's Splendor, Enthrall, Find Traps, Ghostbane Dirge, Grace, Hold Person, Inflict Moderate Wounds, Lesser Angelic Aspect, Lesser Restoration, Make Whole, Owl's Wisdom, Pilfering Hand, Protection from Chaos(communal), Protection from Evil(communal), Protection from Good(communal), Protection from Law(communal), Remove Paralysis, Shard of Chaos, Silence, Sound Burst, Spear of Purity, Spiritual Weapon, Summon Monster 2, Undetectable Alignment, Water Walk(communal), Weapon of Awe, Zone of Truth (DC 19)
. . 1st: True Strike, Expeditious Retreat; Ant Haul, Bless, Command, Comprehend Languages, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Diagnose Disease, Divine Favor, Endure Elements, Fallback Strategy (Torag only), Ironbeard (dwarfs only), Liberating Command, Magic Weapon, Murderous Command, Obscuring Mist, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Remove Fear, Remove Sickness, Sanctuary, Shield of Faith (DC 18)
. . 0 (at will): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Stabilize, Vigor, Virtue (DC 17)
TO DO: Level 4!
Str 13, Dex 10, Con 14, Int 10, Wis 24, Cha 6
[dice=Acrobatics - ACP]1d20+0-5[/dice]
[dice=Climb - ACP]1d20+1-5[/dice]
[dice=Diplomacy]1d20+2[/dice] <1 rank>
[dice=Escape Artist - ACP]1d20+0-5[/dice]
[dice=Fly - ACP]1d20+0-5[/dice]
[dice=Heal]1d20+11[/dice] <1 rank>
[dice=Knowledge: Arcana t]1d20+4[/dice] <1 rank>
[dice=Knowledge: Geography t]1d20+1[/dice] <1 rank>
[dice=Knowledge: History t]1d20+4[/dice] <1 rank>
[dice=Knowledge: Local t]1d20+1[/dice] <1 rank>
[dice=Knowledge: Nature t]1d20+1[/dice] <1 rank>
[dice=Knowledge: Nobility t]1d20+4[/dice] <1 rank>
[dice=Knowledge: Planes t]1d20+4[/dice] <1 rank>
[dice=Knowledge: Religion t]1d20+11[/dice] <8 ranks>
[dice=Linguistics t]1d20+4[/dice] <1 rank>
[dice=Perception]1d20+17[/dice] <1 rank>
[dice=Profession: Scribe, MW tool]1d20+11+2[/dice] <1 rank>
[dice=Ride - ACP]1d20+0-5[/dice]
[dice=Sense Motive]1d20+11[/dice] <1 rank>
[dice=Spellcraft]1d20+5[/dice] <2 ranks>
[dice=Stealth - ACP]1d20+0-5[/dice]
[dice=Survival]1d20+12[/dice] <1 rank>
[dice=Swim - ACP]1d20+1-5[/dice]
EQUIPMENT AND GOLD
Class Features (Cleric):
- Exploration (Travel) Domain: Increase your base speed by 10 feet.
Door Sight (Su) You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp) At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
===> 80 ft/day
- Luck Domain:
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. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Good Fortune (Ex) At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.
Channel Energy (Su) Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
===> positive, 4d6 (total 3/day)
Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Bonus Languages A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Purifier When attempting a CL check to remove a curse, disease, or other condition, increase your effective CL by half the number of goals you have completed (rounded down). You can also apply this benefit when others attempt CL checks to remove such conditions from you.
===> effective CL increase: +3
Miracle Worker Once per adventure, you can use the lay on hands class feature as though you were a paladin whose level equals the number of goals you have completed.
===> lay on hands: 3d6 (swift: target you, std: target others)
Improved Initiative You get a +4 bonus on initiative checks.
Armor Proficienty: heavy You are skilled at wearing heavy armor.
Extra Channel You can channel energy two additional times per day.
Additional Traits You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.
Reactionary (Combat) +2 bonus to Initiative
Birthmark (Faith) This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Seeker (Social) You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Source: Ultimate Campaign pg. 61
Militia Veteran (Region) Your first job was serving in a civilian militia in your hometown. The skills you learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills:
Requirement(s): Any Town or Village, Source: Ultimate Campaign pg. 63
+2 Constitution, +2 Wisdom, –2 Charisma Dwarves are both tough and wise, but also a bit gruff.
Medium Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision Dwarves can see in the dark up to 60 feet.
Defensive Training Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.
Greed Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.
Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character.
[ ] [ ] Heavenly Scholar Your studies of sacred scripture have enhanced your knowledge about matters of faith. If you are trained in Knowledge (religion), you can check a box that precedes this boon to add 1d6 to the result of one Knowledge (religion) check after rolling but before learning the results of your roll. Alternatively, you can check a box before rolling a Knowledge (religion) check to treat that check as if you were trained in the skill. You can use both boxes on a single skill check.
more boons (to be done)
6: The Shores of Heaven: 1 XP, 2 PP, ? gold
more (to be done)
18: #10-18 The Daughter's Due: 1 XP, 2 PP, 2553 + 50 = 2603 gold
19: #03-03 The Ghenett Manor Gauntlet: 1 XP, 2 PP, 4074 + 50 = 4124 gold
20: #05-23 Cairn of Shadows: 1 XP, 2 PP, 2788 + 50 = 2838 gold
21: #00-07 Among the Living 0.5 XP, 1 PP, 1066 + 50 = 1116 gold
22: #01-49 Among the Dead 0.5 XP, 1 PP, 1591.85 + 75 = 1666.85 gold
Total XP: 21
Total Fame: 42 (31,000 gold cap / next level at Fame 45: 41,000 gold)
Current Prestige: 23
Player: Chris N. aka kaervek78
Character Name: Grunjar
PFS #: 331079-1
Faction: Silver Crusade
Day Job: Scribe
[ ooc]Good Fortune used: 0/1
Bit of Luck used: 0/10
Door Sight used: 0/10
Miracle Worker used: 0/1 (once per adventure)[ /ooc]
Male CG Dwarf Cleric of Desna 8 | HP 59/59 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +4, W: +15 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/compulsion) | Init +6 | Heal +11, Perc +17 darkvision 60' (Stonecunning: +2 extra), SM: +11 | Speed 30ft
Male CG Dwarf Cleric of Desna 8 | HP 59/59 | AC 22 T 11 FF 12 | CMB +7, CMD 18 | F: +10, R: +4, W: +15 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/compulsion) | Init +6 | Heal +11, Perc +17 darkvision 60' (Stonecunning: +2 extra), SM: +11 | Speed 30ft
TEST SPELLS (actual):
Cleric Spells prepared (CL 8th; Concentration +15)
. . 4th(3+1):
. . 3rd(5+1):
. . 2nd(5+1): Aid;
. . 1st(6+1): Expeditious Retreat;
. . 0 (at will): Detect Magic, Guidance, Light, Read Magic
TEST Character Info:
Some information about my character:
This heavily armored but still quite quick dwarven cleric of Desna has Stonecunning and can use Good Fortune (Ex) (reroll one of his d20 rolls as an immediate action) 1x/day.
Grunjar draws his wand of bless and activates it.[/ooc]
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.