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Pathfinder – Shadow in the Sky: the Harrowed
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<blockquote data-quote="CanadienneBacon" data-source="post: 4848176" data-attributes="member: 11146"><p><img src="http://img411.imageshack.us/img411/8715/girri.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong><span style="font-size: 15px"><span style="color: DarkOrchid"></span></span></strong></p><p><strong><span style="font-size: 15px"><span style="color: DarkOrchid">Girri</span></span></strong></p><p>Female Human (varisian) Cleric 4 (Pharasma)</p><p>N Medium humanoid (human)</p><p><strong>Init</strong> +8; <strong>Senses</strong> Perception +2</p><p><strong>Languages</strong> Common, Varisian, Thassilonian</p><p><span style="color: DarkOrchid">–––––––––––––––––––––––––</span></p><p><strong>AC</strong> 15, touch 12, flat-footed 13</p><p><strong>hp</strong> 24 (4d8 HD)</p><p><strong>Fort</strong> +4, <strong>Ref</strong> +4, <strong>Will</strong> +6</p><p><span style="color: DarkOrchid">–––––––––––––––––––––––––</span></p><p><strong>Spd</strong> 30 ft.</p><p><strong>Melee</strong> bladed scarf +4 (1d6+1/19-20/10-ft. reach)</p><p>or dagger +4 (1d4+1/19-20)</p><p>Ranged dagger +5 (1d4+1/19-20)</p><p><strong>Base Atk</strong> +3; <strong>Combat Maneuver Bonus</strong> +4</p><p><strong>Spells-Like Abilities </strong>(CL 4th):</p><p>At will–<em>detect magic, detect magic, guidance, light</em></p><p>2/day–<em>comprehend languages, cure light wounds</em></p><p>1/day–<em>detect thoughts, lesser restoration</em></p><p><strong>Spells Prepared</strong> (CL 4th): 4/4/3</p><p>2nd–<em>enthrall, make whole, silence</em></p><p>1st–<em>doom, magic stone, obscuring mist, sanctuary</em></p><p><span style="color: DarkOrchid">–––––––––––––––––––––––––</span></p><p><strong>Abilities</strong> Str 12, Dex 14, Con 10, Int 14, Wis 15, Chr 14</p><p><strong>SQ</strong> channel energy, rebuke death, lore keeper, spontaneous casting</p><p><strong>Feats</strong> Martial Weapon Proficiency (scimitar), Harrowed, Improved Initiative, Exotic Weapon Proficiency (bladed scarf)</p><p><strong>Traits</strong> Into Enemy Territory, Reactionary</p><p><strong>Skills</strong> Diplomacy +6, Knowledge (arcana) +6, Knowledge (history) +6,</p><p>Knowledge (local) +7, Knowledge (planes) +6, Knowledge (religion) +9,</p><p>Perception +2, Sense Motive +7, Sleight of Hand +3, Spellcraft +9, Stealth +3, Profession (fortune teller) +7</p><p><strong>Possessions</strong> studded leather armor, bladed scarf, daggers x2, entertainer's</p><p>outfit, backpack, pocketed scarf, harpy musk, wooden holy symbol of Pharasma,</p><p>waterskin</p><p><span style="color: DarkOrchid">–––––––––––––––––––––––––</span></p><p><strong>Treasure</strong> 0 platinum crowns, 25 gold sails, 0 silver shields</p><p><strong>Experience</strong> 6,000</p><p><span style="color: DarkOrchid">–––––––––––––––––––––––––</span></p><p><strong>Channel Energy (Su)</strong> Girri may unleash a wave of positive energy</p><p>in a 30-ft burst. All undead in this radius take 1d6 points of positive</p><p>energy damage plus 1d6 points of positive energy damage for every</p><p>two cleric levels she has attained beyond 1st (1d6 at 1st level, 2d6</p><p>at 3rd, 3d6 at 5th, and so on) and must flee from her (as if frightened)</p><p>for 1d4 rounds + her Charisma modifier. Undead in this radius are</p><p>allowed a Will save that negates the frightened condition and results</p><p>in half damage. The DC of this save is equal to 10 + 1/2 her cleric</p><p>level + her Charisma modifier. Undead who take damage greater than</p><p>their hit points crumble to dust and are destroyed by the power of</p><p>Pharasma. If a fleeing undead is subject to channeled negative energy,</p><p>it is not controlled, but does receive a new saving throw to dispel the</p><p>flee effect. Living creatures within the area are healed a like amount</p><p>by this wave of positive energy. Girri can choose whether or not to</p><p>include herself in this effect. Hit points gained above a living creature's</p><p>total are lost.</p><p></p><p><strong>Lore Keeper (Su)</strong> Girri can touch a creature to learn about its abilities</p><p>and weaknesses as a melee touch attack. If successful, she gains</p><p>information as if she had made the appropriate Knowledge skill check</p><p>with a result equal to 10 + her caster level + her Intelligence modifier.</p><p></p><p><strong>Rebuke Death (Su)</strong> Girri can touch a creature as a standard action,</p><p>healing it of 1d4 points of damage plus 1 for every two caster levels</p><p>she possesses. She can only use this ability on a creature that is below</p><p>0 hit points. If she touches an undead creature with this effect, it is</p><p>shaken for a number of rounds equal to her caster level.</p><p></p><p>[sblock=Harrowed]<em>Numerous Harrow readings early in your life seem to have</em></p><p><em>hit the mark precisely, increasing your belief that you are</em></p><p><em>destined for a specific purpose in life; the Harrow deck and</em></p><p><em>your destiny seem intertwined.</em></p><p></p><p><strong>Prerequisites:</strong> Cha 13, must be chosen at 1st level</p><p><strong>Benefit:</strong> You get a +2 bonus on all Will saves made to</p><p>resist charm or compulsion effects.</p><p></p><p>Once per day, you may draw a card from a Harrow</p><p>deck you own. At any one time for the rest of that day,</p><p>you may apply a +2 bonus on any d20 roll modified by the</p><p>card’s suit. For example, if you drew a card from the suit</p><p>of Wisdom, you may apply a +2 bonus on a Will save or a</p><p>Wisdom-based skill check. If you drew a card from the suit</p><p>of Dexterity, you could apply this +2 bonus on an Initiative</p><p>check, a Reflex save, a Dexterity-based skill check, or a</p><p>ranged attack roll. You may assign this +2 bonus after you</p><p>make the roll, but you must do so before you know if the</p><p>roll was a success or not.</p><p></p><p>If you don’t have an actual Harrow deck handy to</p><p>draw from to determine your bonus, you can randomly</p><p>determine the ability score by simply rolling 1d6 (1 =</p><p>Strength, 2 = Constitution, 3 = Dexterity, 4 = Intelligence,</p><p>5 = Wisdom, 6 = Charisma).[/sblock]</p><p>[sblock=Appearance]Girri is attractive, if somewhat hard-looking. Dark brown hair flows freely and frames strong blue eyes that are both quick and calculating--when not shrouded in a Shiver-induced fever. Girri dresses to reveal her best physical assets: a flat stomach, lean legs, and strong shoulders. Girri makes her living selling fortunes on the street to passers-by ; she knows as well as anyone that a comely lass attracts more coin than does a girl with homely wares. Better to be pretty and have gold in your pocket but suffer the winter chill than be broke. Girri dresses in layers of colorful scarves, beneath which she sports piecemeal leather armor. It was hard work stealing all that armor a piece at a time off drunk and wanton men.</p><p><strong>Height</strong> 5-ft. 10-in. <strong>Weight</strong> 125 lbs <strong>Age</strong> 26 years[/sblock][sblock=Personality]Girri has a quick smile and likes a joke as well as anyone but guards herself against those who try to worm their conniving way past her many outward defenses (her sense of humor and ready charm not the least of these). Despite a mirthful exterior, Girri is at heart a cynic. The world has burned her one too many times and she is slow to trust. Troubling dreams over the course of the last year, unknowingly sent to her by the Goddess Pharasma, have born in Girri an insatiable thirst for knowledge of the occult—death, dying, mystery, ancient history, the Blot have all lingered large and long in Girri’s recent thoughts.[/sblock][sblock=Background]Born of a Varisian mother in the haberdashery district of Riddleport, Girri learned the ways of the hard streets at an early age; the best pick-pocketing is done as a pretty girl in the temple district on worship-day morning, warm bread for one's belly is more quickly obtained by stealing it than by kneading it oneself, men are fools for women, and trouble comes to those overly finicky about their next bed and meal. For folk who delight in ill-gotten gain, the chancery of life, and the occasional dabble in the occult, Riddleport is a lay-about's paradise. Some 20 years ago--by the best estimate of Mother Crone of Bent Trace Futurities--Girri was given over to the Futurities shop by one [INSERT EVIL VILLIAN], who himself had stolen Girri from her indigent mother. Likely [INSERT EVIL VILLIAN] found Girri unsuitable for work as one of his street kids and sought to profit from her in whatever way he could. Since being sold into slavery to the stoop-backed Mother Crone, Girri has served as shop dandy. Sweeping the floor, preparing the old Crone's gruel, polishing the seer's "reliquary" on display in the reading room, hawking for customers--such was Girri's life until last autumn. By saving the occasional tip dropped by a customer (gone unnoticed by the old lady) and honest street thieving, Girri bough her freedom from Mother Crone and, leaving the Futurities shop on Bent Trace, set off for the Riddleport docks in the middle district hoping to ply the tidbits of fate-telling she'd gleaned over the years. Without a roof over her head, the winter got the better of Girri. When the half-orc Jasker Gant found her one night in a dank hole-in-the-wall taproom, Girri has already fallen to Consumption. Jasker’s promise that a little Shiver would warm her sounded good to Girri, so she paid with what little coin she had. True to his word, the Shiver made Girri feel warmer. The hard truth, however, was that the drug gave the girl a false sense of well-being. Cold, on the streets in the dead of winter, and down to her last coins, Girri took to overnighting in taverns near the docks. She struggled through the cold by garbing herself in flimsy silk scarves normally reserved for picking pockets and selling herself to dockworkers, sailors, porters, and taproom clientele for enough coin to buy either a warm bed or another bit of Shiver. When Jasker raised the price of dose, Girri found herself without means to maintain her addiction and so was forcibly retired from use. Weakened by sickness and haggard to the bone by the price of her "freedom," Girri has a bone to pick with the half-orc that may result in the villain's head in a sewer.[/sblock]</p></blockquote><p></p>
[QUOTE="CanadienneBacon, post: 4848176, member: 11146"] [IMG]http://img411.imageshack.us/img411/8715/girri.jpg[/IMG] [B][SIZE=4][COLOR=DarkOrchid] Girri[/COLOR][/SIZE][/B] Female Human (varisian) Cleric 4 (Pharasma) N Medium humanoid (human) [B]Init[/B] +8; [B]Senses[/B] Perception +2 [B]Languages[/B] Common, Varisian, Thassilonian [COLOR=DarkOrchid]–––––––––––––––––––––––––[/COLOR] [B]AC[/B] 15, touch 12, flat-footed 13 [B]hp[/B] 24 (4d8 HD) [B]Fort[/B] +4, [B]Ref[/B] +4, [B]Will[/B] +6 [COLOR=DarkOrchid]–––––––––––––––––––––––––[/COLOR] [B]Spd[/B] 30 ft. [B]Melee[/B] bladed scarf +4 (1d6+1/19-20/10-ft. reach) or dagger +4 (1d4+1/19-20) Ranged dagger +5 (1d4+1/19-20) [B]Base Atk[/B] +3; [B]Combat Maneuver Bonus[/B] +4 [B]Spells-Like Abilities [/B](CL 4th): At will–[I]detect magic, detect magic, guidance, light[/I] 2/day–[I]comprehend languages, cure light wounds[/I] 1/day–[I]detect thoughts, lesser restoration[/I] [B]Spells Prepared[/B] (CL 4th): 4/4/3 2nd–[I]enthrall, make whole, silence[/I] 1st–[I]doom, magic stone, obscuring mist, sanctuary[/I] [COLOR=DarkOrchid]–––––––––––––––––––––––––[/COLOR] [B]Abilities[/B] Str 12, Dex 14, Con 10, Int 14, Wis 15, Chr 14 [B]SQ[/B] channel energy, rebuke death, lore keeper, spontaneous casting [B]Feats[/B] Martial Weapon Proficiency (scimitar), Harrowed, Improved Initiative, Exotic Weapon Proficiency (bladed scarf) [B]Traits[/B] Into Enemy Territory, Reactionary [B]Skills[/B] Diplomacy +6, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (local) +7, Knowledge (planes) +6, Knowledge (religion) +9, Perception +2, Sense Motive +7, Sleight of Hand +3, Spellcraft +9, Stealth +3, Profession (fortune teller) +7 [B]Possessions[/B] studded leather armor, bladed scarf, daggers x2, entertainer's outfit, backpack, pocketed scarf, harpy musk, wooden holy symbol of Pharasma, waterskin [COLOR=DarkOrchid]–––––––––––––––––––––––––[/COLOR] [B]Treasure[/B] 0 platinum crowns, 25 gold sails, 0 silver shields [B]Experience[/B] 6,000 [COLOR=DarkOrchid]–––––––––––––––––––––––––[/COLOR] [B]Channel Energy (Su)[/B] Girri may unleash a wave of positive energy in a 30-ft burst. All undead in this radius take 1d6 points of positive energy damage plus 1d6 points of positive energy damage for every two cleric levels she has attained beyond 1st (1d6 at 1st level, 2d6 at 3rd, 3d6 at 5th, and so on) and must flee from her (as if frightened) for 1d4 rounds + her Charisma modifier. Undead in this radius are allowed a Will save that negates the frightened condition and results in half damage. The DC of this save is equal to 10 + 1/2 her cleric level + her Charisma modifier. Undead who take damage greater than their hit points crumble to dust and are destroyed by the power of Pharasma. If a fleeing undead is subject to channeled negative energy, it is not controlled, but does receive a new saving throw to dispel the flee effect. Living creatures within the area are healed a like amount by this wave of positive energy. Girri can choose whether or not to include herself in this effect. Hit points gained above a living creature's total are lost. [B]Lore Keeper (Su)[/B] Girri can touch a creature to learn about its abilities and weaknesses as a melee touch attack. If successful, she gains information as if she had made the appropriate Knowledge skill check with a result equal to 10 + her caster level + her Intelligence modifier. [B]Rebuke Death (Su)[/B] Girri can touch a creature as a standard action, healing it of 1d4 points of damage plus 1 for every two caster levels she possesses. She can only use this ability on a creature that is below 0 hit points. If she touches an undead creature with this effect, it is shaken for a number of rounds equal to her caster level. [sblock=Harrowed][I]Numerous Harrow readings early in your life seem to have hit the mark precisely, increasing your belief that you are destined for a specific purpose in life; the Harrow deck and your destiny seem intertwined.[/I] [B]Prerequisites:[/B] Cha 13, must be chosen at 1st level [B]Benefit:[/B] You get a +2 bonus on all Will saves made to resist charm or compulsion effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Wisdom, you may apply a +2 bonus on a Will save or a Wisdom-based skill check. If you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know if the roll was a success or not. If you don’t have an actual Harrow deck handy to draw from to determine your bonus, you can randomly determine the ability score by simply rolling 1d6 (1 = Strength, 2 = Constitution, 3 = Dexterity, 4 = Intelligence, 5 = Wisdom, 6 = Charisma).[/sblock] [sblock=Appearance]Girri is attractive, if somewhat hard-looking. Dark brown hair flows freely and frames strong blue eyes that are both quick and calculating--when not shrouded in a Shiver-induced fever. Girri dresses to reveal her best physical assets: a flat stomach, lean legs, and strong shoulders. Girri makes her living selling fortunes on the street to passers-by ; she knows as well as anyone that a comely lass attracts more coin than does a girl with homely wares. Better to be pretty and have gold in your pocket but suffer the winter chill than be broke. Girri dresses in layers of colorful scarves, beneath which she sports piecemeal leather armor. It was hard work stealing all that armor a piece at a time off drunk and wanton men. [B]Height[/B] 5-ft. 10-in. [B]Weight[/B] 125 lbs [B]Age[/B] 26 years[/sblock][sblock=Personality]Girri has a quick smile and likes a joke as well as anyone but guards herself against those who try to worm their conniving way past her many outward defenses (her sense of humor and ready charm not the least of these). Despite a mirthful exterior, Girri is at heart a cynic. The world has burned her one too many times and she is slow to trust. Troubling dreams over the course of the last year, unknowingly sent to her by the Goddess Pharasma, have born in Girri an insatiable thirst for knowledge of the occult—death, dying, mystery, ancient history, the Blot have all lingered large and long in Girri’s recent thoughts.[/sblock][sblock=Background]Born of a Varisian mother in the haberdashery district of Riddleport, Girri learned the ways of the hard streets at an early age; the best pick-pocketing is done as a pretty girl in the temple district on worship-day morning, warm bread for one's belly is more quickly obtained by stealing it than by kneading it oneself, men are fools for women, and trouble comes to those overly finicky about their next bed and meal. For folk who delight in ill-gotten gain, the chancery of life, and the occasional dabble in the occult, Riddleport is a lay-about's paradise. Some 20 years ago--by the best estimate of Mother Crone of Bent Trace Futurities--Girri was given over to the Futurities shop by one [INSERT EVIL VILLIAN], who himself had stolen Girri from her indigent mother. Likely [INSERT EVIL VILLIAN] found Girri unsuitable for work as one of his street kids and sought to profit from her in whatever way he could. Since being sold into slavery to the stoop-backed Mother Crone, Girri has served as shop dandy. Sweeping the floor, preparing the old Crone's gruel, polishing the seer's "reliquary" on display in the reading room, hawking for customers--such was Girri's life until last autumn. By saving the occasional tip dropped by a customer (gone unnoticed by the old lady) and honest street thieving, Girri bough her freedom from Mother Crone and, leaving the Futurities shop on Bent Trace, set off for the Riddleport docks in the middle district hoping to ply the tidbits of fate-telling she'd gleaned over the years. Without a roof over her head, the winter got the better of Girri. When the half-orc Jasker Gant found her one night in a dank hole-in-the-wall taproom, Girri has already fallen to Consumption. Jasker’s promise that a little Shiver would warm her sounded good to Girri, so she paid with what little coin she had. True to his word, the Shiver made Girri feel warmer. The hard truth, however, was that the drug gave the girl a false sense of well-being. Cold, on the streets in the dead of winter, and down to her last coins, Girri took to overnighting in taverns near the docks. She struggled through the cold by garbing herself in flimsy silk scarves normally reserved for picking pockets and selling herself to dockworkers, sailors, porters, and taproom clientele for enough coin to buy either a warm bed or another bit of Shiver. When Jasker raised the price of dose, Girri found herself without means to maintain her addiction and so was forcibly retired from use. Weakened by sickness and haggard to the bone by the price of her "freedom," Girri has a bone to pick with the half-orc that may result in the villain's head in a sewer.[/sblock] [/QUOTE]
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