|
|||||||||||||||||||||||
|
About Ember FiresongCombat:
Initiative: +7 HP: 43/43 AC: 23 FF: 18 Touch: 17 BAB: +5
CMB: +7
Saving Throws
Skills:
(Cleric Skills) Knowledge Religion +5 Knowledge Planes +5 Spellcraft +5 (Rogue Skills)
Traits and Feats:
Traits Westcrown Firebrand:
Reactionary:
Feats
Rogue Talents:
Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat. Resiliency (Ex): Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal. Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Rogue Class Features:
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment. Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once. Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack. Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Spells and Domains:
Orsisons Light Detect Magic Read Magic 1st Level
Domains Defense Domain Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess. Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense. Domain Spells: 1st—shield, 2nd—barkskin, 3rd—protection from energy Freedom Domain Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress. Liberty’s Blessing (Sp): You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier. Domain Spells: 1st—sanctuary, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement
Appearance and Background:
Appearance Height: 3'3" Weight: 38 lbs Eyes: Emerald Green flecked with gold Hair: Dark, vibrant red Scars: Lash marks scar her back, upper shoulders and upper thighs Background
Begging and stealing wasn't at all hard for Ember, she had nimble fingers and was a quick learner. The bad part though was the times that she wasn't able to beg or steal enough to satisfy her owner. Slaves who didn't meet their quota for the day were tied up to a whipping post in the evening and given a lash for every gold piece under quota they were. They were then left hanging there all through dinner and given no food for that day. Her owner preferred only child slaves for his operation since they were easier for him to control, so when Ember neared adulthood she was sold off to a brothel. While Ember was willing to beg and steal, she wasn't willing to be used as a whore. She managed to sneak a small knife from the kitchen with her during her first night with a 'client' and used it to defend herself against his unwanted advances. After he ran out of the room to complain to her new owner, Ember used the oil lamp in the room to set fire to it and escaped out the window, jumping to the roof of the nearby tavern and climbing down its drainpipe. Scared and alone on the streets, Ember resorted back to pick-pocketing for money to survive on as she tried to avoid any guardsmen patrolling the streets. One day, as she was trying to steal from an half-elf, she was surprised when he turned rather quickly about and caught her before she could run away. Not knowing what to do, she could only beg him not to turn her into the guards for being a runaway.
Halfling Racial Traits:
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. Small: Halflings are Small creatures and 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. Slow Speed: Halflings have a base speed of 20 feet. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Keen Senses: Halflings receive a +2 racial bonus on Perception checks. Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon. Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. Wealth and Gear:
Wealth 951 gp Armor
Weapons
Ammunition
Magical Gear
Mundane Gear
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|