Gretarial Nervac

Gret is a clutzy, heavy set priest who is passionate about the destruction of the undead as much as his passion for drink.

Description:

Gretarial Nervac Male Human (Vudrani) Cleric 4
LN Medium Humanoid (Human)
Init -1; Senses Perception +4


DEFENSE
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AC 19, touch 10, flat-footed 19 (+7 armor, +2 shield, -1 Dex, +1 deflection)
hp 20 (4d8)
Fort +4, Ref +0, Will +8


OFFENSE
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Spd 20 ft.
Melee Heavy Shield Bash 0 (1d41/20/x2) and
Masterwork Mace, Heavy 5 (1d81/20/x2) and
Masterwork Silver Dagger
Silver: Affects Silver-vulnerable creatures, reduced damage. 5 (1d4/19-20/x2) and
Unarmed Strike +4 (1d3
1/20/x2)
Ranged Crossbow, Heavy +2 (1d10/19-20/x2)
Special Attacks Gentle Rest (7/day)
Spell-Like Abilities Gentle Rest (7/day), Rebuke Death (7/day)
Cleric Spells Known (CL 4, 4 melee touch, 2 ranged touch):
2 (3/day) Bear’s Endurance (DC 16), Gentle Repose (DC 16), Aid, Align Weapon (DC 16)
1 (4/day) Obscuring Mist, Shield of Faith (DC 15), Bane (DC 15), Detect Undead, Deathwatch
0 (at will) Read Magic (DC 14), Detect Magic, Purify Food and Drink (DC 14), Stabilize


STATISTICS
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Str 13, Dex 9, Con 10, Int 15, Wis 18, Cha 18

Base Atk +3; CMB +4; CMD 14

Feats Extra Channel, Improved Channel, Turn Undead (DC 18)

Traits Subject of Study: Undead, Undead Slayer

Skills Acrobatics -7, Appraise +6, Climb -5, Diplomacy +10, Escape Artist -7, Fly -7, Heal +10, Knowledge
(Arcana) +8, Knowledge (History) +6, Knowledge (Nobility) +6, Knowledge (Planes) +6, Knowledge
(Religion) +7, Linguistics +7, Profession (Priest) +8, Ride -7, Sense Motive +10, Spellcraft +8, Stealth -7,
Swim -5

Languages Common, Daemonic, Elven, Infernal, Necril, Vudrani

SQ Aura (Ex), Channel Positive Energy 2d6 (9/day) (DC 18) (Su), Cleric Domain: Healing, Cleric

Domain:
Repose, Spontaneous Casting

Combat Gear +1 Agile Breastplate, Crossbow, Heavy, Masterwork Mace, Heavy, Masterwork Shield,
Heavy Steel, Masterwork Silver Dagger
Silver: Affects Silver-vulnerable creatures, reduced damage.; Other Gear Backpack (9 @ 16.5 lbs), Flask,
Flint and steel, Grappling hook, Manacles, masterwork, Mug/Tankard, clay, Oil (1-pint flask), Potion of
Bull’s Strength, Potion of Cure Light Wounds (4), Ring of Protection, +1, Rope, silk (50 ft.), Sunrod (2),
Wand of Cure Light Wounds


SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity’s alignment.
Channel Positive Energy 2d6 (9/day) (DC 18) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal
the undead.

Cleric Domain: Healing Granted Powers: Your touch staves off pain and death, and your healing magic
is particularly vital and potent.

Cleric Domain: Repose Granted Powers: You see death not as something to be feared, but as a final
rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.
Gentle Rest (7/day) (Sp) Melee touch attack staggers target for 1r.
Rebuke Death (7/day) (Sp) Heal 1d4+2 damage to creatures at negative HP
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

Subject of Study: Undead Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the run-in and the means by which you avoided

Turn Undead (DC 18) Your Channel Energy can make undead flee.
Undead Slayer +1 weapon damage vs. undead.

Bio:

As a priest of Pharasma, my focus has been to destroy the taint that is the undead. I was given over to the church at an early age and have spent a lot of time at study. I have chosen to start adventuring to preach the word of Pharasma and bring the undead to their final sleep.

Gretarial Nervac

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