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About Poshment PamplemousseStatistics:
Male Gnome Cleric of Milani 8
CG Medium Age 63 Init +0; Senses Perception +4; 60ft Darkvision ------------------------------ DEFENSE ------------------------------ AC 20, touch 13, flat-footed 18 (+6 armor, +1 shield, +2 dex, +1 size) hp 89 Fort +10, Ref +4, Will +10 ------------------------------ OFFENSE ------------------------------ Speed 20 ft. Melee Morningstar +6/+1 (1d8-1) x2 Ranged
Languages Common, Gnome, Sylvan Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Race Spoiler:
Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred. Nosophobia: Gnomes are humanoid, rather than fey, and are therefore not particularly susceptible to the Darkblight contagion afflicting the fey of the Fangwood. Nevertheless, many gnomes grow up fearing its taint and are obsessive about training their bodies to stave off illness of all kinds. These gnomes gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. This racial trait replaces obsessive. Fey Fortitude: Gnomes with this racial trait are infused with a connection to life. They gain a +2 racial bonus on saves to resist death effects. This replaces weapon familiarity. Darkvision: Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses. Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle’s flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome’s level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance. Class
Spoiler:
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 the detect evil spell for details). 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 channeled 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. A cleric must be able to present her holy symbol to use this ability. Healing (Restoration) and Liberation Domains:
Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive. Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive. Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Spells:
------------------------------ Spells ------------------------------ 1/day SLA's Dancing Lights, Flare, Prestidigitation, Produce Flame 0th Create Water, Guidance, Mending, Purify Food and Drink(at will) 1st 2nd Grace, 3rd 4th Restoration, Open Slot, Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ 1107.65 gp Mwk Morningstar Morningstar Breastplate Buckler Pair of Platinum Rings Lesser Metamagic Rod of Reach Lesser Metamagic Rod of Extend +2 Con +2 Cha Cleric's Kit Spoiler:
This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol. Wands/Scrolls of...
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CLW 45 Comprehend Languages (2) Detect Radiation (2) Make Whole (2) Suppress Charms and Compulsions Build Notes:
CG Gnome Cleric of Milani The central idea of the character is that he wants to form a resistance to throw off the influence of the Technic League so the people of Numeria can live freely. Racial Traits: Eternal Hope (Replaces Defensive Training, Hatred) Nosophobia (Replaces Obsessive) Fey Fortitude (Replaces Weapon Familiarity) Darkvision (Replaces Low-Light Vision, Keen Senses) Pyromaniac (Replaces Gnome Magic, Illusion Resistances)
Grezzag Stat Block:
Grezzag Male half-orc fighter 8 CN Medium humanoid (human, orc) Init +3; Senses darkvision 60 ft.; Perception +1 -------------------- Defense -------------------- AC 26, touch 13, flat-footed 24 (+12 armor, +1 deflection, +2 Dex, +1 natural) hp 72 (8d10+24) Fort +9, Ref +5, Will +4 (+2 vs. fear) DR 2/— -------------------- Offense -------------------- Speed 30 ft. Melee +1 orc double axe +17/+12 (1d8+13/×3) or . . dagger +14/+9 (1d4+6/19-20) or . . warhammer +14/+9 (1d8+6/×3) Ranged javelin +10 (1d6+6) or . . longbow +10/+5 (1d8/×3) or . . mwk orc hornbow +11/+6 (2d6+4/×3) Special Attacks gatecrasher[APG], weapon training (axes +1) -------------------- Statistics -------------------- Str 22, Dex 15, Con 14, Int 10, Wis 13, Cha 10 Base Atk +8; CMB +14 (+16 sunder); CMD 27 Feats Advanced Armor Training, Advanced Armor Training, Advanced Weapon Training, Cleave, Double Slice, Power Attack, Two-weapon Fighting, Weapon Focus (orc double axe), Weapon Specialization (orc double axe) Traits axe to grind, robot slayer Skills Acrobatics +2, Climb +7, Handle Animal +10, Intimidate +11, Knowledge (dungeoneering) +5, Knowledge (engineering) +11, Knowledge (religion) +2, Linguistics +1, Survival +5, Swim +7; Racial Modifiers +2 Intimidate Languages Androffan, Common, Orc SQ armor training 2, orc blood Combat Gear quick runner's shirt[UE], acid, alchemist's fire (2); Other Gear +1 full plate, +1 orc double axe, arrows (20), dagger, javelin (2), longbow, mwk orc hornbow (+4 Str), warhammer, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, cracked dusty rose prism ioun stone, ring of protection +1, 188 gp, 6 sp, 5 cp -------------------- Special Abilities -------------------- Advanced Weapon Training You are specially trained to use your weapon skills in new ways. Prerequisites: Fighter level 5th, weapon training class feature. Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
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