Lamashtu Worshipper

Nana Grilka's page

132 posts. Organized Play character for supervillan.

Full Name

Nana Grilka


Female half orc


Cleric (separatist) 10 | AC 21 T 13 FF 19 | CMD 23 | HP 89/89| F +15 R +10 W +17 | Init +2 (4) | Perc +9 darkvision 60'


active effects:








Lamashtu (the holy mama)


Common, Orc, Abyssal


Midwife; Pathfinder; Pirate

Strength 16
Dexterity 14
Constitution 16
Intelligence 7
Wisdom 21
Charisma 14

About Nana Grilka

"Does you want to make a baby?"

Nana Grilka is a statuesque and voluptuous half orc woman. She lacks the bestial features of most of her race, save for the scars gained in her brutal upbringing amongst the orcs of Belkzen, where she was wife to an orc shaman. She is heavily tattooed, with multiple facial and body piercings.

Nana believes that every living creature deserves a mother's love, something she never received until she heard the Word of the "Holy Mama", otherwise known as the Mother of Monsters, Lamashtu. Nana will never accept that her goddess of motherhood is a Demon Lord, and pursues her own devotions, heedless of the name or the truth of her divine patron. Her faith is its own truth.

Nana's offspring:
Nana had 4 children whilst a member of an orc tribe in Belkzen. Whilst a pirate in the Shackles, she conceived her 5th child by an old human dockhand. Her 6th child was conceived with a human pathfinder agent during a mission beneath Oppara. Her 7th child was conceived with a savage barbarian-alchemist after they survived a deadly dungeon. Her 8th child was a true blessing from the Holy Mama, fathered by a nagaji pathfinder.

Nana Grilka
Female Half Orc Cleric (separatist) 10
CN Medium Humanoid (Human, Orc)
Init +2, +4(surprise); Senses darkvision 60'; Perception +9
AC 21, touch 13, flat-footed 19 (+7 armour, +2 Dex, +1 natural, +1 deflection)
hp 89 (10d8+36)
Fort +15, Ref +10, Will +17
Defensive abilities: light fortification; copycat

Base Atk +7; CMB +10; CMD 23
Speed 30 ft. (base 30 ft.); fly 60 ft. (perfect)
adamantine falchion +1, keen +11/+6 (2d4+5/15-20x2)
masterwork cold iron greataxe +11/+6 (1d12+4/x3)
cold iron Morningstar +10/+5 (1d8+3/x2)
2 x hooves, secondary +5 (1d4+1/x2)

light x-bow +9 (1d8/19-20x2)

Spells Prepared (CL 10, concentration +15):

Level 0 (4)
create water, guidance, detect magic, read magic

Level 1 (7/day)
Disguise Self (D), divine favour x2, shield of faith, unbreakable heart, liberating command, murderous command

Level 2 (6/day)
Invisibility (D), spiritual weapon, lesser restoration, defending bone, bulls strength, silence

Level 3 (5/day)
Fly (D), monstrous extremities x2, magic vestment x2

Level 4 (5/day)
Confusion (D), fleshworm infestation, freedom of movement, restoration, communal protection from energy

Level 5 (4/day)
Beast Shape III (D), righteous might, wall of stone, breath of life



Str 16 Dex 14 Con 16 Int 7 Wis 21 Cha 14


Spell focus (conjuration)
Augment Summons
Ferocious Summons
Boon Companion
Spontaneous Nature's Ally


fate's favoured, unintentional linguist (Abyssal)


Acrobatics 1 (Jump 1)
Bluff 6 (1 rank)
Diplomacy 6 (1 rank)
Fly 16 (using Fly spell) (1 rank)
Handle Animal 5 (Handle Kernuffle 11) (2 rank)
Heal 10 (2 ranks)
Knowledge: nature 6 (5 ranks)
Perception 9
Profession (midwife) 9 (1 rank)
Ride 2 (1 rank)




Combat Gear
adamantine +1 keen falchion
masterwork cold iron greataxe
light x-bow
cold iron Morningstar

mithril breastplate +1. light fortification
ring of protection +1
amulet of natural armour +1
buffering cap

wand of cure light wounds (23/50)

antiplague (1)
antitoxin (1)
vermin repellent (1)

Other Gear
noble's outfit
jewellery (100gp)
pathfinder's kit: a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a week’s worth of trail rations, a waterskin, and a whetstone.
Spell component pouch
Iron (un)holy symbol
cracked pink & green sphere ioun stone (handle animal +1 competence)
cracked pale green prism ioun stone, implanted (+1 competence to saves)
cloak of resistance +2
smoked goggles
pebble with continual flame (self-cast @CL7, spell level 3)
snow shoes
very pretty pink hoof shoes
headband of wisdom +2
belt of physical perfection +2
prayer bead of blessing (bless 1/day)
pearl of power (level 1)
metamagic rod of extend, lesser
old flotsam token (becomes a swan boat, equipped with a wooden chest containing: potion cure light wounds, masterwork thieves tools, 100 sheets parchment, vial of ink plus inkpen, fishing net, 20 days trail rations, 10 gallons cheap ale)
viridium moonbeast (figurine of wondrous power similar to bronze griffon)
exotic military saddle for moonbeast

air bubble
mage armour x2
ghostbane dirge
invisibility purge x2
remove fear x2
remove sickness
unbreakable heart x2
delay poison
remove paralysis
lesser restoration
anti-incorporeal shell

potions and oils:
oil of magic weapon
oil of bless weapon x2

0 CP; 5SP; 12156GP
1900gp worth of diamond dust

Viridium Moonbeast:

Viridium Moonbeast

As per Bronze Griffon Figurine of Wondrous Power, with a tentacled head; Viridium is a fictional green-blue exotic element. fly speed is 20 (good) – assume it doesn't actually have wings and looks like the regular moonbeast; bite sickens for 1d3 rounds (DC15 Fort save negates). Intermittently babbles telepathic nonsense and incensed proclamations of doom to its owner when active. (Serpents' Ire chronicle sheet).

Bronze Griffon Figurine of Wondrous Power
Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak.

If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time.

Bronze Griffon: When animated, a bronze griffon acts in all ways like a normal griffon under the command of its possessor. The item can be used twice per week for up to 6 hours per use. When 6 hours have passed or when the command word is spoken, the bronze griffon once again becomes a tiny statuette.; CL 11th; Craft Wondrous Item, animate objects.

Griffon CR 4
Source Pathfinder RPG Bestiary pg. 1
XP 1,200
N Large magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +12
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp 42 (5d10+15)
Fort +7, Ref +6, Will +4
Speed 30 ft., fly 20' (good)
Melee bite +8 (1d6+3 plus sicken 1d3 rounds, Fort DC15), 2 talons +7 (1d6+3)
Space 10 ft., Reach 5 ft.
Special Attacks pounce, rake (2 claws +7, 1d4+3)
Str 16, Dex 15, Con 16, Int 5, Wis 13, Cha 8
Base Atk +5; CMB +9; CMD 21 (25 vs. trip)
Feats Iron Will, Skill Focus (Perception), Weapon Focus (bite)
Skills Acrobatics +10, Fly +10, Perception +12; Racial Modifiers +4 Acrobatics, +4 Perception
Languages Common (cannot speak)
Environment temperate hills
Organization solitary, pair, or pride (6–10)
Treasure incidental

Griffons can carry up to 300 pounds as a light load, 600 pounds as a medium load, and 900 pounds as a heavy load.

happy stick charges remaining (23/50)
channel negative energy (5/5)
copycat (8/8)
master's illusion (10/10)
pearl of power (1/1)
bead of blessing (1/1)
lesser rod of extend spell (3/3)
dire collar (Kernuffle) (1/1)
buffering cap (1/1)
gm reroll (1/1)
diverse training (1/1)
the lantern's secrets (1/1)
exporer + chronicler (2/2)

Special Abilities

Special Qualities:

Aspis Hunter vanity: +1 to attack and to weapon damage vs obvious Aspis agents.
channel negative energy 5/day, 5d6 damage, Will DC17 for half
Aura: Strong Chaos and Evil
Darkvision 60'
Sacred Tattoo
Weapon familiarity
orc blood
orisons, spells
spontaneous casting (inflict wounds OR summon nature's ally)
domains: trickery, feather (separatist domain)
eyes of the hawk (+4 perception, factored in above; +2 racial bonus to initiative if you can act in the surprise round)
copycat (sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level (10), or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (8).
Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level (10). This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier (20). The rounds do not need to be consecutive.
Animal companion (effective druid level 9)

Animal Companion:

Male Ape 8HD
N Large Animal
Init +4; Senses lowlight vision, scent; Perception +7
AC 25, touch 12, flat-footed 19 (+9 natural armour, +3 armour, +4 Dex, -1 size)
hp 52 (8d8+16)
Fort +8, Ref +10, Will +5; devotion, evasion, multiattack

Base Atk +6; CMB +14; CMD 27
Speed 30 ft.
bite +12, 1d6+7/x2
2 x claw +12, 1d6+7/x2
2 x hooves +10, secondary, 1d6+3/x2

Enlarged melee:
bite +12, 1d8+8/x2
2 x claw +12, 1d8+8/x2
2 x hooves +10, secondary, 1d8+4/x2

Abilities Str 25 Dex 18 Con 14 Int 3 Wis 12 Cha 7

blindfight, power attack (-2/+4), combat reflexes, iron will

acrobatics 7
climb 11
fly 7
Perception 7
Swim 11
Linguistics -3 (Abyssal - "angel words")

attack all, defend, come, down, detect, seek, aid, work, air walk, manoeuvre: bull rush, manoeuvre: overrun, +1

Special abilities
link, share spells, evasion, devotion, lowlight vision, scent, multiattack

masterwork studded leather barding, training harness, dire collar (enlarge 1/day)

pfs chronicles:

1. The Wounded Wisp; 1 xp, 2PP, 435gp
2. The Confirmation; 1 xp, 2PP, 435gp
3. Weapon in the Rift; 1xp, 2PP, 500gp (applied to level 1)
4. Scions of the Sky Key 1: on Sharrowsmith's Trail; 1xp, 2PP, 1214gp
5. Scions of the Sky Key 2: Kaava Quarry; 1xp, 2PP, 1185gp
6. Scions of the Sky Key 3: The Golden Guardian; 1xp, 2PP, 1219gp
7. expedition manager boon (adamantine falchion)
8. Severing Ties; 1xp, 2PP, 1224gp
9. The Dalsine Affair; 1xp, 2PP, 1250gp
10. From Under Ice; 1xp, 2PP, 1203gp
11. Plunder & Peril (Rum Punch); 3xp, 4PP, 4800gp
12. Plunder & Peril (Dangerous Waters); 3xp, 4PP, 6756gp
13. Plunder & Peril (Black Coral Cove); 3xp, 4PP, 8712gp
14. Plunder & Peril bonus chronicle sheet; 2PP
15. Abducted in Aether; 1xp, 2PP, 4487gp
16. Serpents' Ire; 1xp, 2PP, 5000gp
17. The Labyrinth of Hungry Ghosts; 1xp, 2PP, 3240gp
18. Thralls of the Shattered God; 1xp, 2PP, 5469gp
19. Ageless Ambitions; 1xp, 2PP, 4498gp
20. Forged in Flame 1: The Cindersworn Pact; 1xp, 2PP, 5420gp
21. Forged in Flame 2: Cleansed with Fire; 1xp, 2PP, 5546gp
22. Hrethnar's Throne; 1xp, 2PP, 5388gp
23. King Xeros of Old Azlant; 1xp, 2PP, 4655.5gp
24. Reaver's Roar: 1xp, 2PP; 7700gp

XP: 28 Fame: 52 Prestige: 38
Infamy: 20 Disrepute: 20

pfs boons:

Explore, Report, Cooperate: GM gives info on secondary success condition. 1 only.
Prized find: gain 1PP even if you failed a success condition. 1 only.
Ghalcor's spellcraft (spells from Demon Hunter's Handbook are legal)
Grippli's favour: +2 to CHA checks vs grippli
Scholar of Ashkurhall: +1 appraise, knowledge, linguistics for things of dwarven origin; or use Perception or Sense Motive instead of getting the +1. Cross this boon off your sheet to gain these bonuses examining architecture, objects or writing of any origin for 1 scenario.
Tapestry Traveller: treat the Hao Jin Tapestry as your favoured terrain (+2). 1 only.
Vanei's Friend: 1/scenario, reroll a failed bluff, knowledge or diplo check pertaining to Aspis. If you fail the reroll cross off this boon.
Expedition Manager: +6 bonus on knowledge check (arcana, history, planes or religion) 1 only.
Explorer + Chronicler: +4 circumstance bonus to acrobatics, climb, swim, survival, linguistics, knowledge (any), use magic device, use as if trained, and halve your armour check penalty for the check (if any); 2/scenario
Nemesis of the Aspis: as an immediate action force an Aspis agent to reroll a d20. 1 only.
Warm friend in a cold land: +2 circumstance bonus to diplomacy in Irrisen, or gain this bonus for one scenario anywhere else then cross it off.
Exceptional Notoriety: Disrepute 20, Infamy 20
Avast Ye! Spend Disrepute to gain up to +5 diplomacy vs pirate or aquatic/water creature. 1 disrepute = +1 bonus. Also works on perform (oratory)
Rum Punch Champion: pit challenger. Gain Improved Unarmed Strike for 1d4+1 rounds, doubled in an urban setting. 1 only.
To the Sea, Ya Landlubber! Cast Touch of the Sea as an SLA. Standard action single target for 3 Disrepute; cast it on up to 6 targets (range touch) as a full round action for additional 3 Disrepute each target.
Loyal Crew: qualify for certain Follower Vanities at a discount.
Shackles Paragon: no ongoing effects.
The Lantern's Secrets: 1/adventure, add 1d4 to an INT skill check.
Zey's gratitude: 1 only SLA from dispel magic, fireball, greater invisibility, stoneskin.
Esoteric Item Research: gain access to Scabbard of Bleeding Edges and Viridium Moonbeast.
Unwavering Resolve: 1 only, before rolling a save against fear or confusion, gain +2 to the save. If you fail the save, you gain 2 x character level in temp hp for as long as the fear effect persists or if subject to confusion you roll the d100 twice each round and choose whichever effect you prefer, for as long as the confusion lasts.
Ectoplasmic Enhancement: swift action, 1 only. For one round all your unarmed, natural and weapon attacks gain the Ghost Touch quality.
Valais' wisdom: 1 only, reroll a failed saving throw against a demon's compulsion or possession effect.
Fire Affinity 2
Efreeti Arcana: 1 only, cast Scorching Ray as an SLA (CL7)
Experience with Dark Dreams: 1 only, before attempting a save against a spell or SLA with the evil AND mind affecting descriptors, OR a save against any mind affecting ability of an evil outsider, gain a +4 bonus on the save; OR cross off this boon to not be fatigued by a nightmare spell or similar affect.
Diverse Training (Student of Spells): 1/scenario attempt a skill check as if trained. Your total modifier on the attempt is 3+GM stars (=4).
Reaver of Reavers: you can 'almost always' secure common lodging, stables and food for free at inns. ridiculous boon ;)
Guiding Compass: If you fail a saving throw against an effect that allow additional saving throws to mitigate the effect (eg glitterdust, dominate person), you gain a bonus on subsequent saves against the effect equal to 1 per 3 goals completed (=1, assuming you don't treat multiple cards as cumulative).