About Onnam the GuideBackground:
How could they! Onnammertam the Guide was furious. The group of heroes he was supposed to guide into Monster Hill had left without him. Again! This time he was sure they would actually hire him to come along as an experienced guide to Monster Hill. He'd actually never been inside Monster Hill but he'd been a guide to many an adventurer around Monster Hill. Helping them find the things they needed: equipment, mounts, housing, healing, magical components and once even his words of advice (paid!). Onnammertam calmed down at the thought of advice. No need to worry, Hades will require my services soon enough. There's so many souls to guide, so much wisdom to be shared and so much coin to make. I should be patient and look around for anyone in need of my guidance he thought. Onnammertam dropped his backsack and sat down on a small black blanket. With his left hand he took out a silverpiece from one of his pockets, placed it in front of him on the blanket and started his daily prayer to Hades.
Appearance:
You see a handsome young elven man with a strong humanlike build but with the grace of an elf. His blond hair is long and well tended, with his light brown eyes he looks around as if he knows what he's doing. He's carrying a lot of things, he has a solid looking morningstar hanging from his belt and a pack of javelins on his back. Around his neck you can see some sort of holy symbol. Basics:
Init: +3 HP: 10 AC/TOUCH/FF: 17/13/14 BAB: +0 CMB: +3 CMD: 16 Speed: 40 ft Fort: +4 Ref: +4 Will: +6 Attacks:
Languages:
Abilities, Feats, Traits & Skills:
Abilities: Low-light Vision Keen Senses: +2 on Perception checks Elven Immunities:Immune to magic sleep effects, +2 racial saving throw bonus against Enchantments spells or effects Elven Magic: Gain a +2 racial bonus on caster level checks to overcome spell resistance. In addition +2 bonus to identify magic items. Wood Elf Camouflage: +4 racial bonus on Stealth checks in marshes or forested areas. Wood Elf Hatred: +1 on attack rolls against humanoid creatures of the goblinoid subtypes. Wood Elf Stalker: Perception and Stealth are always class skills. Favored class: Cleric
Feats:
Traits
Skills
Assuming it's ok I swapped one rank from Sense Motive to Knowledge(local). If not then SM should be +8 and Knowledge(local) not available.
Domain powers:
Darkness domain: Granted Power: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat. Touch of Darkness (Sp): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive. Domain Spells: 1st—obscuring mist, 2nd—blindness/deafness (only to cause blindness), 3rd—deeper darkness, 4th—shadow conjuration, 5th—summon monster V (summons 1d3 shadows), 6th—shadow walk, 7th—power word blind, 8th—greater shadow evocation, 9th—shades. Trade domain:
Repose Domain:
Spells:
Spells per Day: Level 0/1: 3/3 Prepared Spells:
Level 1:
Equipment:
Morningstar Chain Shirt Javelin (10x) Dagger Backpack
Starting Gold: 240
Current Coins:
Dice:
[ooc]Initiative[ooc] [dice]1d20+3[/dice] [ooc]Trip Attempt[ooc] [dice]1d20+3[/dice] Unarmed Attacks
Weapons
[ooc]Attack with Dagger[ooc] [dice]1d20+3[/dice]
[ooc]Attack with Javelin[ooc] [dice]1d20+3[/dice]
Saves
Skill Checks (no ACP)
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