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About Savannah KurgessStatistics:
Player Name: meloriel Character Name: Savannah Kurgess PFS ID#: 276820-3 Faction: Grand Lodge XP 6 Fame 10 Prestige 6 Savannah Kurgess
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AC 16, touch 11, flat-footed 15 (+5 armour, +1 Dex, +0 shield)
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Speed 30 ft.
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Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ 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 (5/day). Channel Energy (Su): A cleric can release a wave of energy by channeling the power of her faith through her holy symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
Channel Smite: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect. Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (5/day). Domain Spells:
------------------------------ Domain Spells ------------------------------ Luck—1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle. Strength (resolve)—1st—bless, 2nd—bull's strength, 3rd—magic vestment, 4th—spell immunity, 5th—righteous might, 6th—heroes’ feast, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand. Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Combat Gear masterwork cold iron spear, shortspear, javelin (4), dagger, heavy mace, holy water, wand of cure light wounds (5 charges), wand of cure light wounds (44 charges) Possessions +1 chain shirt, silver holy symbol of Kurgess, backpack, bedroll, explorer’s outfit, grooming kit, holy text (Kurgess), ink, inkpen, journal, mess kit, pot Carrying Capacity Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb. Current Load Carried 66 lbs. Money 1632 GP 1 SP 0 CP Temporary Gear:
Boons:
Kassen’s Blessing: You carry a small charm from the spirit of Kassen. You may reroll a single attack roll, saving throw, or skill check after the roll is made but before the results are revealed. You must take the result of the second roll, even if it is worse. Once this ability has been used, cross it off the Chronicle. Prepared Agent: You are more prepared for missions than most Pathfinders. When you attempt a knowledge check as part of an adventure’s mission briefing, treat all knowledge skills as trained. Once per adventure, you can add a bonus equal to half the number of goals you have completed (+1) to one knowledge check or Diplomacy check to gather information. [] [] [] Storm Rider Having braved the Eye of Abendago and faced the Tempest Monarch, you have gained one of the fearsome dragon’s scales, imbued with the elemental energies of the Eye. Whether you gained the scale through force or guile, it responds only to your command. You can check one of the boxes next to this boon as a standard action to cast endure elements on yourself, with a caster level equal to your character level.
Completed Scenarios:
Crypt of the Everflame --- #51: City of Strangers Part 1: The Shadow Gambit #52: City of Strangers Part 2: The Twofold Demise #9-22: Grotto of the Deluged God --- IN PROGRESS - None Background:
Savannah was an orphan who grew up on the streets of Absalom. Despite a rough childhood, she was optimistic and lucky — always able to find enough food, and a place to sleep. She was drawn to the festivals, tournaments and parades, sneaking up to high places and rooftops to get a good (free) view of the events. Luckily for her, she was noticed by one of the tournament organizers—a devotee of Kurgess, who helped her find her way to a local chapel of Kurgess. Now with a home and faith in her heart, Savannah took the gods name as her own, and dedicated her life to bettering herself and competing in the events and hospitals that she once watched. As she grew older the Pathfinders came to her attention. Their athleticism, heroism, brilliance and fame drew her in, and she soon decided to join the organization herself. She considers the her life among the Pathfinders as a grand competition, with her fellow agents as her teammates and comrades. Now she’s finished her training and ready to make a name for herself as a Pathfinder Agent! Appearance and Personality:
Of Varisian descent, Savannah has thick, wavy black hair which she wears tied back in a braid. She has brown and eyes. She’s fit and athletic, like most members of her faith. She wears simple clothes, comfortable and colourful, which offer a wide range of movement. Upon her back (which she leaves bare if not wearing armour) is a massive tattoo of Kurgess' holy symbol--a flexed arm holding a broken chain. Savannah is brave, bold and adventurous, always willing to assist her comrades—even at her own expense. She’s always there to lend a helping hand and emphasizes teamwork and unity among her fellow Pathfinders.
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