Copper Asp

Sun-Dapple Grün's page

165 posts. Alias of Hassan Ahmed.

Full Name

Sun-Dapple Grün




Cleric 1








Common, Grippli, Draconic, Sylvan

Strength 10
Dexterity 16
Constitution 13
Intelligence 14
Wisdom 15
Charisma 12

About Sun-Dapple Grün

Grippli Cleric 1
NG small humanoid (grippli)
Init +3, +5 in water; Perception +2
AC 16, touch 13, flat-footed 13 (+3 armor, +3 dex)
hp 9
Fort +3, Ref +3, Will +4
Spd 30 ft, Climb 20 ft

Melee Scimitar +0 (1d4, 18-20/x2)
Melee Dagger +0 (1d3, 19-20/x2)
Melee Mere Club +0 (1d4, x2)

Ranged Lt Crossbow +3 (1d6, 19-20/x2)
Ranged Dagger +3 (1d3, 19-20/x2)
Statistics: Str 10, Dex 16, Con 13, Int 14, Wis 15, Cha 12
Base Atk +0; CMB +0; CMD 13
Spells Prepared (CL 1)
Orisons: Detect Magic, Guidance, Mending
1st: Burning Disarm, Shield*, Summon Monster I

Fey Foundling - You were found in the wilds as a child, bearing a mark of the First World. Benefit: Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron wepons without significant discomfort).

Jenivere Crew (Acrobatics) - treat as a class skill, +1. Joined the crew to pay his way and travel. Leverages darkvision, stealth & climb speed.

Devotee of the Green (Kn Nature) - treat as a class skill, +1 to Kno Nature & Kn Geography.

1 Acrobatics +8
1 Kn (nature) +7
1 Spellcraft +6
1 Stealth +11
1 Swim +6

Languages: Common, Grippli, Draconic, Sylvan
Gear: 24.75, light load
1 monk's outfit, 1.0 lbs, 5gp
1 wood holy symbol
1 hide shirt (+3 AC, 4 MDB, -1 ACP) 9.0 lbs, 20gp
1 lt wooden shield (+1 AC, -1 ACP) 2.5 lbs, 3gp
1 scimitar, 2.0 lbs, 15gp
1 lt crossbow, 2.0 lbs, 35gp
10 bolts 0.5 lbs, 1gp
1 dagger 0.5 lbs, 1gp
1 mere club 1.0 lbs, 0gp
1 backpack 1.0 lbs, 2gp
2 belt pouches 2gp
1 waterskin 2.0 lbs, 1gp
1 hammock 1.5 lbs, 1sp
2 days rations 1.0 lbs, 1gp
10 GP

Mount: Grikk, Giant Gecko - Combat Trained

Giant Gecko CR 1
XP 400
N Medium animal
Init +6; Senses low-light vision; Perception +6


AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 11 (2d8+2)
Fort +4, Ref +5, Will +2


Speed 40 ft., climb 40 ft.
Melee bite +2 (2d4+1)


Str 13, Dex 15, Con 12, Int 2, Wis 14, Cha 7
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Improved Initiative
Skills Climb +21, Perception +6; Racial Modifiers +8 Climb
SQ expert climber


Expert Climber (Ex)

A gecko's feet allow it to climb virtually any surface, no matter how slick or sheer. In effect, geckos are treated as constantly being under a natural version of the spell spider climb.

1 Saddle, Exotic Military
1 Saddle, Bags


Class Skills: Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 2 + Int modifier.

Weapon and Armor: all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.

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).

Spells: A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

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.

A cleric must be able to present her holy symbol to use this ability.

Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

Domains: Sun, Trickery (Deception)

Trickery (Deception): You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

Domain Spells: 1st—disguise self, 2nd—mirror image, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—project image, 8th—mass invisibility, 9th—time stop.

Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 2nd—mirror image, 7th—project image.

Sun: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.

Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

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 treated 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).

An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

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.

Grippli Racial Traits:

Ability Score Racial Traits: Gripplis are nimble and alert, but spindly. They gain +2 Dexterity, +2 Wisdom, and –2 Strength.
Size: Gripplis are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Type: Gripplis are humanoids with the grippli subtype.
Base Speed: Gripplis have a base speed of 30 feet and a climb speed of 20 feet.
Languages: Gripplis begin play speaking Common and Grippli. Gripplis with high Intelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, and Sylvan. See the Linguistics skill page for more information about these languages.

Glider: Gripplis' aerodynamic bodies and thick webbing between the toes enable a falling grippli to treat the distance fallen as half the actual distance. The grippli can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen. The grippli cannot use this trait if it is wearing heavy armor, is carrying a heavy load, or is unable to react to the fall (such as being helpless). This racial trait replaces swamp stride.

Jumper: Gripplis with this trait are always considered to have a running start when making Acrobatics checks to jump. This racial trait replaces camouflage.

Weapon Familiarity: Gripplis are proficient with nets.

Darkvision: Gripplis can see perfectly in the dark up to 60 feet.