The Dimming Era
Wandering cleric of Grel
VERDAN TEVERNYS CR 2
Male Human Cleric 3
CG Medium Humanoid (Human)
Init +5; Senses Perception +7
AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex)
hp 21 (3d8)
Fort +3, Ref +2, Will +8
Spd 30 ft.
Melee Heavy Shield Bash -2 (1d4/20/x2) and
Scimitar +2 (1d6/18-20/x2)
Special Attacks Agile Feet (8/day)
Cleric Spells Known (CL 3, +2 melee touch, +3 ranged touch):
2 (2/day) Locate Object, Spiritual Weapon, Weapon of Awe (DC 17)
1 (4/day) Inflict Light Wounds (DC 16), Remove Fear (DC 16), Shield of Faith (DC 16), Magic Weapon (DC 16), Bless
0 (at will) Light, Detect Magic, Cleanse of Alcohol, Create Water, Guidance (DC 15), Mending
Str 10, Dex 12, Con 10, Int 14, Wis 20, Cha 16
Base Atk +2; CMB +2; CMD 13
Feats Combat Casting, Improved Initiative, Selective Channeling
Skills Acrobatics -5, Appraise +6, Climb -6, Diplomacy +9, Escape Artist -5, Fly -5, Knowledge (History) +7, Knowledge (Religion) +8, Perception +7, Profession (Fortune-Teller) +10, Ride -5, Sense Motive +11, Spellcraft +8, Stealth -5, Swim -6
Languages Auran, Coastal (trade pidgin), Common
SQ Aura (Ex), Channel Positive Energy 2d6 (6/day) (DC 14) (Su), Cleric Domain: Liberation, Cleric Domain: Travel, Fortune-Teller’s Deck, Quality, Liberation (3 rounds/day) (Su), Magnifying glass, Spontaneous Casting, Warden’s Medal
Combat Gear Scale Mail, Scimitar, Shield, Heavy Wooden; Other Gear Backpack (6 @ 23 lbs), Cleric’s vestments, Fortune-Teller’s Deck, Quality, Holy symbol, silver: Grel, Magnifying glass, Potion of Bull’s Strength, Potion of Cure Light Wounds, Rope, hempen (50 ft.), Warden’s Medal, Waterskin, Whetstone (2)
Agile Feet (8/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity’s alignment.
Channel Positive Energy 2d6 (6/day) (DC 14) (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: Liberation Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Cleric Domain: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Fortune-Teller’s Deck, Quality +1 to Profession: Fortune-Teller or Profession: Medium
Liberation (3 rounds/day) (Su) Act as if you had freedom of movement for 3 rounds/day.
Magnifying glass +2 Appraise for small or highly detailed items.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Warden’s Medal +5 Diplomacy with Wardens or on Griffin Flats, +2 Survival for food and shelter on Griffin Flats
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Verdan has shoulder-length brown hair and a moustache. He has the tan of a man who spends most of his time outdoors, but not the calloused hands (or strong build) of a farmer or laborer. In fact, he has a very slight, lean build. Still, few things on the road trouble a man who carries a large curved sword, no matter how slightly built.
Born into a small wandering merchant family of Seekers of the Western March, after striking out on his own he encountered a priest of Grel while mingling with other merchants at a bazaar. He immediately saw parallels between this god and his family’s teachings, but sensed a deeper purpose as well. He hitched his metaphorical wagon to this priest’s for some time, learning the nature of all the Jauti gods. He was initiated into the service of Grel and set out on his own again.
He is a bit of a gambler, but tries to remember the old Grellish axiom that “you have to know when to hold them and know when to fold them.” The rest of that statement, of course, he’s also a fan of. He would rather resolve a problem through diplomacy than violence. He prefers games of chance to games of skill (like chess). As a merchant he keeps a supply of standard trade goods and needs for the route, but is always on the lookout for more unusual fare – and is willing to go out into the wilderness to obtain it. When a new trade route opens, he’s among the first to brave it.
While he is personally kind, he understands the capriciousness of the world, and respects the purposes of the other gods. (Wryt’s not really a BAD guy. What he does is necessary for the circle of life.) He hopes to discover a new Great Stone that will deepen his understanding of the gods and the world.
No merchant worth his salt would miss the opportunity to sell to the crowds generated by the Night of Tales, and certainly no follower of Grel would miss the opportunity to raise a glass to the tales of Lontain’s travels. He can’t spin a yarn quite as well as the bards, but maybe he’ll even tell one or two, after one or two of those glasses. After hearing those stories, you get the feeling that anything could happen…