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Garnfellow's World [Updated 12.26.05]
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<blockquote data-quote="Garnfellow" data-source="post: 1675795" data-attributes="member: 1223"><p><strong>Brother Gregory the Risen, Seeker Commander</strong></p><p></p><p><strong>Brother Gregory the Risen:</strong> male Ftr 4/Clr 7/Marshall 4; CR 15; HD 4d10+12 plus 7d8+21 plus 4d8+12; hp 134; Init +0; Spd 20 ft; AC 21, touch 11, flat-footed 21; BAB +12; Grp +15; Atk +19 melee (1d8+8, <em>+3 heavy thundering mace</em>); Full Atk +19/+14/+9 melee (1d8+8, <em>+3 heavy thundering mace</em>) or +13/+8/+3 melee (1d8+8, <em>+3 heavy thundering mace</em>) and +6 melee (1d8+2, <em>+1 large steel bashing shield</em>) or +12/+7/+2 ranged (1d4+3, sling); SA spells, turn undead; SQ grant move action, minor aura +3 (demand fortitude, over the top), major aura +1 (hardy soldiers); SV Fort +17, Ref +5, Will +14; Str 16, Dex 10, Con 16, Int 14, Wis 16, Cha 17.</p><p></p><p><em>Skills and Feats</em>: Concentration +13, Craft (weaponsmithing) +9, Diplomacy +8, Handle Animal +10, Intimidate +16, Knowledge (history) +6, Knowledge (religion) +7, Listen +9, Profession (soldier) +10, Ride +15, Sense Motive +7, Spot +9, Survival +7; Alertness, Daunting Presence, Improved Bull Rush, Improved Overrun, Improved Shield Bash, Improved Sunder, Mounted Combat, Power Attack, Skill Focus (Diplomacy), Trample, Weapon Focus (heavy mace), Weapon Specialization (heavy mace).</p><p></p><p><strong>Turn Undead (Su):</strong> Gregory may use this ability 6 times per day with a +2 synergy bonus.</p><p></p><p><strong>Auras (Ex):</strong> Gregory may exert an aura that affects all allies within 60 feet (including himself) who can hear and understand him. Projecting an aura is a swift action. The aura remains in effect until Gregory uses a free action to dismiss it or activates another aura of the same kind (major or minor). Gregory can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before Gregory takes his first turn. Gregory’s aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies. All bonuses granted by Gregory’s auras are circumstance bonuses that do not stack with each other.</p><p></p><p><em>Minor Aura (Demand Fortitude):</em> Bonus on Fortitude saves.</p><p></p><p><em>Minor Aura (Over the Top):</em> Bonus on damage rolls when charging.</p><p></p><p><em>Major Aura (Hardy Soldiers):</em> Gregory’s allies gain damage reduction 1/—.</p><p></p><p><strong>Grant Move Action (Ex):</strong> Once per day, as a standard action, Gregory may grant an extra move action to any or all of his allies within 30 feet (but not to himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after Gregory’s turn is over. A character can take only one extra move action per round. If an ally chooses not to take the extra move action, it is lost.</p><p></p><p><em>Spells Prepared </em>(6/6/5/4/2, DC 13 + spell level): 0—<em>cure minor wounds</em>, <em>guidance</em> (2), <em>light</em>, <em>resistance</em>, <em>virtue</em>; 1—<em>bless</em>, <em>command</em>, <em>divine favor</em>, <em>enlarge person</em>*, <em>magic stone</em>, <em>shield of faith</em>; 2—<em>aid</em>, <em>bear’s endurance</em>, <em>bull’s strength</em>*, <em>hold</em> <em>person</em>, <em>silence</em>; 3—<em>daylight</em>, <em>magic vestment</em>*, <em>prayer</em>, <em>protection from energy</em>; 4—<em>divine power</em>*, <em>freedom of movement</em>. * Domain Spell. Domains: Strength (1/day as a free action Gregory can gain a +7 enhancement bonus to his Strength for 1 round), War (gain Weapon Focus (Mace) as a bonus feat).</p><p></p><p><em>Physical Description:</em> A large, broad-shouldered brother-knight of dour countenance, dressed in a simple white surcoat with the red emblem of the Seeker Order.</p><p></p><p><em>Personality Traits:</em> Stern, driven, proud.</p><p></p><p>The Brother-Knight Gregory the Risen is a prominent member of the Seekers, also known as the Holy Order of St. Markham, which is an important military-religious order on the Frounter, charged with defending the Pentian lands from the ruck-men. Gregory is first Seeker in living memory to be brought back from the dead; he was resurrected after being slain by Rotting Eye ruck-men at Ordway almost ten years ago.</p><p></p><p>Gregory commanded the Seekers at the Blackwell before being recalled to assist in the siege at Grimall. He fought at Antace and now commands the Seeker forces at Eredy. Gregory is often named as a likely candidate for making Grand Master of his order, although his lack of political niceties probably hampers his advancement.</p><p></p><p><em>Possessions</em>: <em>+2 chainmail,</em> <em>+1 large steel bashing</em> <em>shield,</em> <em>+3 heavy thundering mace</em>, <em>ring of protection +1</em>, <em>cloak of resistance +1</em>, potion of <em>good hope</em>, 168 gp.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 1675795, member: 1223"] [b]Brother Gregory the Risen, Seeker Commander[/b] [B]Brother Gregory the Risen:[/b] male Ftr 4/Clr 7/Marshall 4; CR 15; HD 4d10+12 plus 7d8+21 plus 4d8+12; hp 134; Init +0; Spd 20 ft; AC 21, touch 11, flat-footed 21; BAB +12; Grp +15; Atk +19 melee (1d8+8, [i]+3 heavy thundering mace[/i]); Full Atk +19/+14/+9 melee (1d8+8, [i]+3 heavy thundering mace[/i]) or +13/+8/+3 melee (1d8+8, [i]+3 heavy thundering mace[/i]) and +6 melee (1d8+2, [i]+1 large steel bashing shield[/i]) or +12/+7/+2 ranged (1d4+3, sling); SA spells, turn undead; SQ grant move action, minor aura +3 (demand fortitude, over the top), major aura +1 (hardy soldiers); SV Fort +17, Ref +5, Will +14; Str 16, Dex 10, Con 16, Int 14, Wis 16, Cha 17. [I]Skills and Feats[/i]: Concentration +13, Craft (weaponsmithing) +9, Diplomacy +8, Handle Animal +10, Intimidate +16, Knowledge (history) +6, Knowledge (religion) +7, Listen +9, Profession (soldier) +10, Ride +15, Sense Motive +7, Spot +9, Survival +7; Alertness, Daunting Presence, Improved Bull Rush, Improved Overrun, Improved Shield Bash, Improved Sunder, Mounted Combat, Power Attack, Skill Focus (Diplomacy), Trample, Weapon Focus (heavy mace), Weapon Specialization (heavy mace). [B]Turn Undead (Su):[/b] Gregory may use this ability 6 times per day with a +2 synergy bonus. [B]Auras (Ex):[/b] Gregory may exert an aura that affects all allies within 60 feet (including himself) who can hear and understand him. Projecting an aura is a swift action. The aura remains in effect until Gregory uses a free action to dismiss it or activates another aura of the same kind (major or minor). Gregory can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before Gregory takes his first turn. Gregory’s aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies. All bonuses granted by Gregory’s auras are circumstance bonuses that do not stack with each other. [I]Minor Aura (Demand Fortitude):[/i] Bonus on Fortitude saves. [I]Minor Aura (Over the Top):[/i] Bonus on damage rolls when charging. [I]Major Aura (Hardy Soldiers):[/i] Gregory’s allies gain damage reduction 1/—. [B]Grant Move Action (Ex):[/b] Once per day, as a standard action, Gregory may grant an extra move action to any or all of his allies within 30 feet (but not to himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after Gregory’s turn is over. A character can take only one extra move action per round. If an ally chooses not to take the extra move action, it is lost. [I]Spells Prepared [/i](6/6/5/4/2, DC 13 + spell level): 0—[i]cure minor wounds[/i], [i]guidance[/i] (2), [i]light[/i], [i]resistance[/i], [i]virtue[/i]; 1—[i]bless[/i], [i]command[/i], [i]divine favor[/i], [i]enlarge person[/i]*, [i]magic stone[/i], [i]shield of faith[/i]; 2—[i]aid[/i], [i]bear’s endurance[/i], [i]bull’s strength[/i]*, [i]hold[/i] [i]person[/i], [i]silence[/i]; 3—[i]daylight[/i], [i]magic vestment[/i]*, [i]prayer[/i], [i]protection from energy[/i]; 4—[i]divine power[/i]*, [i]freedom of movement[/i]. * Domain Spell. Domains: Strength (1/day as a free action Gregory can gain a +7 enhancement bonus to his Strength for 1 round), War (gain Weapon Focus (Mace) as a bonus feat). [I]Physical Description:[/i] A large, broad-shouldered brother-knight of dour countenance, dressed in a simple white surcoat with the red emblem of the Seeker Order. [I]Personality Traits:[/i] Stern, driven, proud. The Brother-Knight Gregory the Risen is a prominent member of the Seekers, also known as the Holy Order of St. Markham, which is an important military-religious order on the Frounter, charged with defending the Pentian lands from the ruck-men. Gregory is first Seeker in living memory to be brought back from the dead; he was resurrected after being slain by Rotting Eye ruck-men at Ordway almost ten years ago. Gregory commanded the Seekers at the Blackwell before being recalled to assist in the siege at Grimall. He fought at Antace and now commands the Seeker forces at Eredy. Gregory is often named as a likely candidate for making Grand Master of his order, although his lack of political niceties probably hampers his advancement. [I]Possessions[/i]: [i]+2 chainmail,[/i] [i]+1 large steel bashing[/i] [i]shield,[/i] [i]+3 heavy thundering mace[/i], [i]ring of protection +1[/i], [i]cloak of resistance +1[/i], potion of [i]good hope[/i], 168 gp. [/QUOTE]
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