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About Chimon JivuranChimon, though not even middle-aged, is already greying. He likes to think it makes him distinguished, and enjoys the fact that it has not heralded any reductions in agility. For, despite his composed, businesslike demeanor and well-tailored, businesslike clothes, he has always been preternaturally agile. Like most other halflings of Egorian, Chimon and his family have been slaves for generations. It was only through a complex loophole and the goodwill of House Napaciza's fourth-eldest heir that Chimon (but not his family) was able to earn his freedom and flee. Through many tribulations he finally made it to Myrial, where he secured employment at an Abadaran merchant's guild. His experience as a bookkeeper for House Napaciza served him well here, and for his skill and appreciation of commerce he was inducted into the guild's clerical order. To keep his agility up, he runs to work every day, but somehow always arrives without being visibly winded. Time to prepare spells: Early afternoon. Init +4; Perception +7 Defensive Abilities
Offensive Abilities
Domains Nobility (Leadership), Travel Spell-like abilities (CL 1, concentration +8)
BAB +3; CMB 0; CMD 14 Conditional modifiers +4 concentration to cast defensively or in grapples Details
Feats
Traits Focused Mind (Advanced Player's Guide), Helpful (Haflings of Golarion), Lucid Dreaming Favored class Clerk: +7 skill points Special abilities
Equipment
Money tracking: 1 vial of antitoxin (50 gp, -)
16000 gp starting - 10217 gp initial expenditures
+ 750 gp for rescuing two Shadowmaster informants - 2020 gp +1 heavy mithral shield - 3000 gp lesser silent metamagic rod + 300 gp taking pictures of deceased Myrial employee - 4 pp rock candy - 1.1 gp pre-sewer purchases - 100 gp antitoxin - 11 sp pony rental + 400 gp Orgrim payout - 200 gp diamond dust - 10 gp polypurpose panacea + 3011 gp shade payout - 1262.5 gp restoration components and water breathing scroll components = 215 pp, 4 gp, 3 sp Backpack (2 gp, 0.5 lb) 1 bucket (5 spea, 2 lbsea) +2 chain shirt (4100 gp, 12.5 lbs) 20 crossbow bolts (1 spea, 0.1 lbea) Coins (4 lb) +1 heavy mithral shield (2020 gp, 2.5 lbs) Lesser reach metamagic rod (3000 gp, 5 lbs) Lesser silent metamagic rod (3000 gp, 5 lbs) +1 light crossbow (1035 gp, 2 lbs) Light mace (5 gp, 2 lbs) Material components for restoration (1000 gp, -) Muleback cords (1000 gp, 0.25 lbs) (Advanced Player's Guide) 2 ounces of ink (8 gpea, -) Potion of protection from arrows (300 gp, -) Rope of climbing (3000 gp, 3 lbs) Scholar's outfit (5 gp, 3 lbs) Scroll of water breathing (525 gp, -) Silver holy symbol of Abadar (25 gp, 1 lb) Sealing wax (1 gp, 1 lb) 20 sheets of paper (4 spea, -) Waterskin (1 gp, 1 lb) Wand of cure light wounds (570 gp, -) (38 charges) Carrying Capacity: light < 43.5 lbs < medium < 87 lbs < heavy < 130.5 lbs < lift off ground < 261 lbs < push/drag < 652.5 lbs Height 3 feet, 1 inch
FFCS progression:
1st
1/2 BAB 1 Good save (Will) d6 HD 8+Int skill points (5 points) 15 simple weapons Cleric spellcasting (4 points) Bardic knowledge (3 points) 1st-level cleric spells (2 points) Light armor proficiency (1 point) 2nd
3rd
4th 5th
6th 7th
(16 points saved in all) Class skills: Acrobatics, Appraise, Bluff, Craft, Diplomacy, Disable Device, Fly, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Profession, Ride, Sense Motive, Spellcraft, Use Magic Device
Ability descriptions:
Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Helpful: You see nothing wrong with letting others achieve greatness so long as the job gets done. Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2. Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained. Combat Casting: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled. Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Light Armor Proficiency: You are skilled at wearing light armor. When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks. Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Inspiring Command (Su): As a standard action, you can issue an inspiring command to your allies. The inspiring command affects one ally plus one additional ally for every three cleric levels you possess, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependant mind-affecting effect. Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Travel: 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. Spontaneous Casting: A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy). |