11 Acrobatics 4 Rk +3 CS +4 DEX = 11
Appraise +3 INT
Bluff -1 CHA +2 Race
5 Climb 1 Rk +3 CS +1 STR = 5
Craft +3 INT
7 Craft: Poetry 1 Rk +3 CS +3 INT = 7
Diplomacy -1 CHA
Disable Device +4 DEX
Disguise -1 CHA
7 Escape Artist 1 Rk +3 CS +4 DEX = 7
8 Fly +4 DEX 1 Rk +3 CS +4 DEX = 8
3 Handle Animal 1 Rk +3 CS -1 CHA = 3
Heal +1 WIS
Intimidate -1 CHA
7 KN: Arcana 1 Rk +3 CS +3 INT = 7
7 KN: Dungeoneering 1 Rk +3 CS +3 INT = 7
7 KN: History 1 Rk +3 CS +3 INT = 7
4 kn: Local 1 Rk +3 INT = 4
7 KN: Planes 1 Rk +3 CS +3 INT = 7
7 KN: Religion 1 Rk +3 CS +3 INT = 7
4 Linguistics 1 Rk +3 INT = 4
(Learned Goblin. Also had Common, Infernal, Draconic, Elven, Orc.) 8 Perception 4 Rk +3 CS +1 WIS = 8
Perform -1 CHA
5 Pro: Bodyguard 1 Rk +3 CS +1 WIS = 5
8 Ride 1 Rk +3 CS +4 DEX = 8
10 Sense Motive 4 Rk +3 CS +1 WIS +2 Snake Style = 10
Sleight of Hand
7 Spellcraft 1 Rk +3 CS +3 INT = 7
13 Stealth 4 Rk +3 CS +4 DEX +2 Race = 13
Survival +1 WIS
Swim +1 STR
3 Use Magic Device 1 Rk +3 CS -1 CHA = 3
Monk Sohei/Master of Many Styles:
unarmed strike 1d6
Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal(Cha, from Sohei), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str)
proficient with all simple and martial weapons and with light armor.
Devoted Guardian (Ex)
At 1st level, a sohei can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts. In addition, a sohei gains a bonus on initiative rolls equal to 1/2 his monk level.
MASTER OF MANY STYLES:
At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat. He does not have to meet the prerequisites of that feat.
This ability replaces a monk’s standard bonus feats.
Fuse Style (Ex)
At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.
Magus Spire Defender:
Magus (Spire Defender)
Spellbook: All 0th-level, 6 1st-level
Expeditious Retreat 1m/lvl CT 1SA
Keep Watch 8H or until stressed
Mount 2H/lvl CT 1r
Shield 1m/lvl CT 1SA
True Strike CT 1SA
Unseen Servant 1H/lvl CT 1SA
Feat: Combat Expertise
Feat: XWP: one exotic 'disarm' or 'trip' light or 1H weapon
Arcane Pool: 1/2 Magus Level + INT = 4 points
> 1 Pt, Swift: make a weapon +1 for 1 minute
FRA: -2 on attacks, cast a (StA) spell and attack
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Magus Cantrips List:
Acid Splash = Orb deals 1d3 acid damage.
Arcane Mark = Inscribes a personal rune on an object or creature (visible or invisible).
Dancing Lights = Creates torches or other lights.
Daze = A single humanoid creature with 4 HD or less loses its next action.
Detect Magic = Detects spells and magic items within 60 ft.
Disrupt Undead = Deals 1d6 damage to one undead.
Flare = Dazzles one creature (–1 on attack rolls).
Ghost Sound = Figment sounds.
Light = Object shines like a torch.
Mage Hand = 5-pound telekinesis.
Open/Close = Opens or closes small or light things.
Prestidigitation = Performs minor tricks.
Ray of Frost = Ray deals 1d3 cold damage.
Read Magic = Read scrolls and spellbooks.
Spark = Ignites Flammable Objects
Westcrown is a dark and dour place. Everything and everyone is what and who they should be, or they regret it. Sooner, or later.
Or that's what they tell you. It's what they told me. So I was good. Well, I was dutiful. I was also good, but that wasn't what they had meant.
Where was I? Oh yes, dutiful. I was dutiful.
I had dutifully stood and glowered, unreadable, unthreatening, but obviously armed, and ready, in the brothel where I lived. Where I was raised, perhaps born. You don't ask questions, when they aren't answered. You just do your job. Mine was to glower, to watch, and if there was trouble, to get there first. And I was good at it. Until I wasn't.
It was the dutiful thing, you see. When a helmeted Hellknight says you're to come answer questions, you go. Maybe not if you're expecting trouble, but the sun was still rising, there would be no business, let alone trouble, for hours. So I went, dutifully. And when the Hellknight found some other infraction on the way there, and sent me ahead to the garrison, I went. And when I got there, well, for Hellknights, you wait. Eventually, they get tired of scowling at you, and somebody asks. And you wait some more, until the Hellknight doesn't show, and they suggest you leave. Go home, they said.
So I went. Home, I guess. I guess it was home. No, it was. It was definitely home.
And now it's gone. They were all gone. Not missing, but dead. Fast. It was fast. Like they didn't...
It was fast.
And the dog was there, leashed still behind the desk out front, like nothing happened. Oh, he knows something happened, he knows we're not there anymore, I can tell he misses them...
So, anyway, Westcrown is a different kind of place, now. Not everyone is doing what they should be.
I don't know who they are. I don't know, if it's the helmeted Hellknight, or the Shelynite with his little carvings, or... I don't know.
But I will. And they'll regret it. Sooner, or later.
By the Waters
Can a hound mourn? Can a devil?
"By-y-y-y, the wa-a-aters, the wa-a-aters...", the tiefling sang* softly, mournfully, as he worked. The black hound followed, and occasionally matched a broken note with a woeful whine. The only other sounds in the Westcrown predawn were the tiefling's steps, and the occasional whine, sharper than the dog's, from the springs of the cart, with each new burden the tiefling added.
"We lay down and we-ept, and we-ept...", the tiefling sang softly, dutifully, as he dug the graves. The black hound lay nearby, softly whining, perhaps to match the tiefling's song, or the cart's infrequent springsong, punctuating each lessening of its load.
"We remember thee, remember thee, remember thee...", the tiefling sang tiredly, his voice rough with his labors and the repeated song. The shovel's clatter into the cart had roused the hound, and it now stood next to him, while he sang, his voice growing rougher, without the balancing burden of the work to be done.
"By the waters, the waters, the waters
We lay down and wept, and wept
For these our young
We remember thee
Remember these our young
We remember thee
Remember these our young."
At the end, the voice was just a growl; it could have come from man or beast. Except the beast was whining.