Bloodless Vessel

Foggy's page

76 posts. Alias of therealthom.


About Foggy

Foggy (Fenmore Grey)

Cleric 2 N(CG) Male Halfling

Initiative +6 (dex and Improved Initiative) Perception +5
BAB (+1 -3 Str) CMB 7 CMD 9 F (5= +3 +1Co +1 racial luck) R (4=+0+2D+1 racial luck +1 trait) W (7=+3+3W+1 racial luck) (racial +2 v. fear save) Speed 20'

AC normal, flat-foot, touch : 16, 14, 13 (+2 dex, +1 size, +3 armor)
HP (total;current) 12;12

S 6(-2), D 14(+2), Co 12(+1), I 14(+2), W 16(+3), Ch 15(+2)
Stat calcs:

Spoiler:
S(-2 points = 8-2 race) D(+2 pts = 12+2 race) Co( 2 pts = 12) I(5 pts = 14) W(10 pts = 16) Ch(3 pts= 13+2 race) 20 point buy

Description:Foggy is a short, slight halfling with light brown hair and brown eyes. His ears are a little large in proportion to his head. He dresses in a wide variety of clothing.

Attacks and Weapons:
Melee:
knife
scimitar
spear

Ranged:
Sling, +3, 1d3, x2, 50?'

Spells Prepped:

Spoiler:
4/2+1

Orisons: Guidance, Mending, Light, Stabilize
!st: Cure light wounds , sanctuary, charm person (d)

Languages: Common, Halfling, Elven, Gnome

Skills:

Spoiler:
(10 total) (2/level + 2/level Int + 1/level favored class bonus)

Diplomacy 6 = 1 +3 class +2 Ch
Know(Religion) 7 = 1 +3 class +2 I
Know (Arcane) 7 = 1 +3 class +2 I
Know (Local) 3 = 2 +2 I
Sense Motive 8 = 2 +3 class +3 W
Sleight of Hand 7 = 1 +2 D +3 trait-class+1 trait - ACP
Spellcraft 6 = 1 +3 class +2 I
Stealth 10 = 1 +2 D +4 race +3 domain - ACP

Untrained:
Acrobatics 4 = 0 +2 D - 0 Armor +2 Race
Appraise 2 = 0 +2 I
Bluff 2 = 0 +2 ch +3 domain
Climb -- 0 = 0 -2 S - 0 Armor +2 Race
Craft 2 = 0 +2 I
Diplomacy -- skilled
Disguise 2 = 0 +2 ch + 3 domain
Escape Artist 2 = 0 +2 D -0 Armor
Forgery 2 = 0 +2 I
Heal 3 = 0 +3 w
Intimidate 1 = 0 +2 Ch
Perception 5 = 0 +3 w +2 Racial
Ride 2 = 0 +2 D -0 Armor
Sense Motive -- skilled
Spellcraft -- skilled
Stealth -- skilled
Survival 3 + 0 +3 Wis
Swim -2 = 0 -2 S -0 Armour

Trait and Feats:

Spoiler:
1 Feat for levels,
Trait 1: Deft Dodger +1 Reflex saves
Trait 2:Child of the Streets +1 on Sleight of Hand and it's a class skill.
1st: Improved Initiative

Cleric:

Spoiler:

Domains: Charm Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.

Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

PRD definition, Dazed: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.

Domain Spells: 1st—charm person, 2nd—calm emotions, 3rd—suggestion, 4th—heroism, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—demand, 9th—dominate monster.

TrickeryGranted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The rounds do not need to be consecutive.

Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.

Channel Energy:5/day (3 + Ch mod) Will Save DC 11 (10 + (cleric level/2) + Ch)
When you channel positive energy, you unleash a wave of positive energy in a 30-foot radius burst. Undead damage = {(cleric level/2) x d6 (round up)} and flee 1d4+CH mod rounds. And are "frightened" Undead get will save to negate frightened and half damage.
Living creatures within the area are healed a like amount by this wave of positive energy.

Racial Special:

Spoiler:
+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 Combat Maneuver Bonus and Combat Maneuver Defense, 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 skill checks.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill 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.

Equipment:

Spoiler:

MW Studded Leather

Long Sword
Whip
Dagger

Beltpouch:
3 tindertwigs
Tanglefoot, thunderstone, oil flask

Background:

Spoiler:
Foggy comes from a seafaring family. In his youth they operated a sailing barge and ran cargo along the coast. The boat ran aground while fleeing pirates and was wrecked beyond repair, although the family reached shore safely. Foggy vowed revenge on the pirates.

His family moved from small insular village to small inbred town, seeking a place to make a living. They finally ended up in Absalom because it offered more opportunity than the small towns along the coast. His father found work as a common sailor and so was gone for long, hungry stretches of time. After a few years his ship didn't return and he was presumed dead at sea.

Foggy and his siblings roamed the streets, where they learned to keep their wits about them. Both to stay out of trouble and to take advantage of their chances. Foggy also developed into a passable cutpurse and small-time sneak theif. His small size made it easy to slip up to stalls unnoticed and slip through a crowd when pursued. If a streetvendor or shopowner was too vehement or insulting when chasing them away, Foggy would often return to steal small items in turn. Despite his own theiving ways, whenever they played sailors and pirates, Foggy never played the pirate; always the naval avenger.

In early adolescence the little halfling band came to the attention of the woman who they called Aunt Greselda, a midlevel gangster. She gave the boys a little money for doing odd jobs. It started innocently enough, errands and such but escalated over time. Several months later Foggy's older brother and he were working regularly as lookouts or runners.

His mother tried hard, but over time the family slowly broke up. His second sister married a halfling ship-owner and managed to regain the family's old life-style, but cut herself off from the family. His oldest brotherGalyare, joined Greselda's gang. His oldest sister, Carra, converted to worship of Calistria and became a temple prostitute. His younger brother, Bren, found an apprenticeship with a leather-carver. And Foggy received an appointment to the Navy. (Galyare did a devil's deal with Greselda to work for her full-time in return for the other kids getting chances at more or less legitimate lives.)

In training Foggy worked hard, and his childhood years on-board the family ship gave him an edge in training. He thought he would fulfill his long held vow to avenge the family's losses against the pirates. Unfortunately he soon discovered he had a problem with the Navy's strict discipline, and he wasn't strong enough to pass the physical. He washed out of training in the third week.

The night of his failure, Foggy spent long hours wandering drunk through the city streets in the rain. Wet through, dead tired, he found himself near Calistria's temple. On a whim he entered seeking his sister. She was working, but they put him in a spare room to sleep. During the night he dreamed a life of freedom and revenge. Violent theft and murder were revealed to him as acts of piracy. By working against them he could exact a sort of parallel revenge against the murderous thieves who are pirates. When he awoke, Calistria had a new devotee.

Foggy currently lives with his mother and takes care of her. Bren visits when he can, but his master is a hard taskmaster. Galyare visits seldom, and those visits are strained. Although he doesn't say anything directly, Foggy blames Galyare for the family's breakup, especially Carra's fate. Galyare thinks Foggy wasted his best chance. Carra visits the most often and those visits are good. They tend to avoid each other at the temple.

He is quick-witted, cheerful, and makes himself useful around the offices performing the endless errands that the full-size guards would rather not. He knows that he is not strong or intimidating enough for patrolling a beat, but he thinks he would do well as an investigator.

Other traits:

Spoiler:
Favored Class- cleric, 1 skill/level Hit point rolls-- 2nd level hit points, 3
Deity: Calistria

6 Str --> 15 lbs light. load , 30 lbs med., 45 max