Gunther Tamiir-Quah's page

136 posts. Organized Play character for Beckett.


HP: 11/19 || AC: 15, T: 12, FF 13, CMD: 15 || F: +6 R: +4, W: +5 ||


Init +2, Perception: +8, Sense Motive: +7 || LG Male Shoanti Human Cleric/Ranger of Eristal 2 || Longspear +4, 1d8+3 (2d6+4) 20/x3, CMB +2 (+4)

About Gunther Tamiir-Quah

Gunther Tamiir-Quah
Male human (Shoanti) cleric (herald caller) of Erastil 1/ranger 1
LG Medium humanoid (human)
Init +2; Senses Perception +8
Aura enlarge
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 19 (2 HD; 1d8+1d10+4)
Fort +6, Ref +4, Will +5
Speed 30 ft.
Melee mwk longspear +4 (1d8+3/×3)
Ranged mwk composite longbow +4 (1d8+2/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork longspear)
Special Attacks channel positive energy 3/day (DC 10, 1d6), favored enemy (humans +2)
Cleric (Herald Caller) Spells Prepared (CL 1st; concentration +4)
1st— bless, divine favor, enlarge person[D] (DC 14)
0 (at will)—detect magic, enhanced diplomacy, read magic
D Domain spell; Domain Plant (Growth subdomain)
Str 14, Dex 14, Con 14, Int 13, Wis 16, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats Combat Reflexes, Sacred Summons[UM]
Traits force for good, rice runner
Skills Acrobatics +8, Climb +6, Diplomacy +4 (+6 vs. people from chosen country), Handle Animal +4, Heal +7, Intimidate +0 (+2 vs. people from chosen country), Knowledge (history) +5, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +8, Sense Motive +7, Spellcraft +5, Survival +9 (+11 to avoid becoming lost)
Languages Celestial, Common, Shoanti
SQ call heralds, divine heralds, track +1, wild empathy +1
Combat Gear wand of cure light wounds, wand of endure elements (32 charges), durable arrow (10); Other Gear mwk parade armor[UE], mwk composite longbow (+2 Str), mwk longspear, wayfinder[ISWG], 2 lbs of round coffee beans (worth 0.16 gp, 2 lb), basic maps (major landmarks only), belt pouch, blotter (0.2 lb), brush, shaving (0.1 lb), candle (10), canteen[UE], chalk, charcoal stick, coffee pot[UE], cup, shaving (0.2 lb), earplugs, flint and steel, grappling arrow[UE], hammock[UE], inkpen, journal, knife for cutting quills into pens (0.5 lb), masterwork backpack[APG], mess kit[UE], mirror, pen nibs, pigment for making ink (0.2 lb), ruler, small (0.1 lb), shaving powder (one shave) (0.01 lb) (50), signet ring, silk rope (50 ft.), snorkel[UE], spell component pouch, straight razor (0.2 lb), tattoo[UE] (10), tattoo holy symbol of Erastil, vial, waterproof bag[UE], weapon cord[APG], winter blanket, wrist sheath, spring loaded
82 gp, 2 cp
Tracked Resources
Arrow, durable - 0/10
Cleric Channel Positive Energy 1d6 (3/day, DC 10) (Su) - 0/3 [ ] [ ] [ ]
Enlarge (6/day) (Su) - 0/6[ ] [ ] [ ] [ ] [ ] [ ]
Light (At will)
Wand of cure light wounds - 2/50
Wand of endure elements (32 charges) - 0/32
Special Abilities
Call Heralds (+1 concentration) (Su) Concentration bonus to summon monster spells.
Cleric (Herald Caller) Domain (Growth)
Cleric Channel Positive Energy 1d6 (3/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Divine Heralds (Su) Summon creatures appropriate to deity.
Enlarge (6/day) (Su) Swift action: Enlarge person on yourself.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
0.) Eyes of the Ten Boon
1.) Phantom Phenomena <DM Wand of Endure Elements, 2PP>
2.) Scions of the Sky Key 1 <Wand of CLW, 2PP>
3.) Scions of the Sky Key 2

Venture-Captain: (Ignatious, the Seeker of Flame) You are honored by the Decemvirate with a promotion to the rank of venture-captain. While not granted your own lodge immediately, you nevertheless gain an unparalleled amount of influence within the Society and among its allied factions. You gain 5 bonus PA for this accomplishment on top of those earned through the regular completion of faction missions.
Additionally, you may designate one newly created PC under your Pathfinder Society number as a protege. This tutelage manifests in a +2 bonus to a single ability score of your choice at character creation. You must include a copy of this Chronicle among the records of the new PC, though the PC gains access to no other boons, equipment, or wealth from this Chronicle.
Draw from the Deck: You have recovered a psychically charged harrow deck, commonly used for telling fortunes. You can expend its remaining energy to draw a card at random as a standard action, and you gain a +2 enhancement bonus to the ability score that matches the suit of the card drawn until the end of the adventure. If you do not have a harrow deck available, instead roll 1d6 to determine the suit (1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma). When you use this boon, cross it of your Chronicle sheet.
Impressive Find: A representative from the Pathfinder Society, an organization of archaeologists and explorers, has heard of your discoveries in Ustalav and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost.