Lirianne

Clover Cynosure's page

157 posts. Alias of rdknight.


Full Name

Clover Cynosure

Race

Halfling

Classes/Levels

Oracle (Spirit Guide) 2 | HP: 13/19 | AC: 17 (T: 14, F: 14) | CMB: -1, CMD: 12 | F: +3, R: +4, W: +4 | Init: +3 | Perc: +2, SM: +0 | Speed 30'

Gender

Female

Size

Small

Age

25

Alignment

NG

Deity

Desna

Location

Nirmathis

Languages

Halfling, Taldane, Dwarven

Occupation

Beekeeper

Homepage URL

Clover Portrait

Strength 9
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 10
Charisma 17

About Clover Cynosure

Statistics:
Female Halfling Oracle (Spirit Guide) 1
NG Small Humanoid

Init +3; Senses Perception +2
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DEFENSE
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AC 17, touch 14, flat-footed 14 (+4 Armor, +3 Dex +1 Small)
hp 19
Fort +3, Ref +4, Will +4
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OFFENSE
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Speed 30 ft.

Melee +1

Ranged +5
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STATISTICS
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Str 8, Dex 16, Con 14, Int 12, Wis 10, Cha 17
Base Atk +1; CMB -1; CMD +12
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Traits

Frontier Healer (Campaign):
Frontier Healer: You make your way in life by putting people back together after the rigors of the world take their toll—brewing herbal remedies, setting broken bones, and treating diseases. You gain a +1 trait bonus on
all Heal and Knowledge (nature) checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as
a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st.

Helpful Halfling:
You see nothing wrong with letting others achieve greatness so long as the job gets done.
Benefit: Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

Dangerously Curious:
You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result.
Benefits: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Drawback

Overprotective:
In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done.
Penalty: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Feats

Combat Reflexes
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

Bodyguard:
Your swift strikes ward off enemies attacking nearby allies.
Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.
Normal: Aid another is a standard action.

Skills
(14 points; 8 class, 2 INT, 4 Background)
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Acrobatics* +3 = DEX 3+0+0
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Appraise +1 = INT 1+0+0
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Bluff +3 = CHA 3+0+0
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Climb* -1 = STR -1+0+0
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Craft +1 = INT 1+0+0
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Diplomacy +8 = CHA 3+2+3
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Disable Device*† +3 = DEX 3+0+0
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Disguise +3 = CHA 3+0+0
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Escape Artist* +3 = DEX 3+0+0
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Fly* +3 = DEX 3+0+0
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Handle Animal† +4 = CHA 3+1+0 (Background)
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Heal +6 = WIS 0+2+3+1 (Trait)
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Intimidate +3 = CHA 3+0+0
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K (Arcana)† +1 = INT 1+0+0
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K (Dungeoneering)† +1 = INT 1+0+0
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K (Engineering)† +1 = INT 1+0+0
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K (Geography)† +5 = INT 1+1+3
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K (History)† +1 = INT 1+0+0
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K (Local)† +5 = INT 1+1+3
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K (Nature)† +6 = INT 1+1+3+1 (Trait)
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K (Nobility)† +1 = INT 1+0+0
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K (Planes)† +1 = INT 1+0+0
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K (Religion)† +1 = INT 1+0+0
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Linguistics† +1 = INT 1+0+0
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Perception +3 = WIS 0+1+0+2 (Halfling)
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Perform +3 = CHA 3+0+0
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Profession† (Beekeeper) +5 = WIS 0+2+3 (Background)
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Ride +3 = DEX 3+0+0
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Sense Motive +0 = WIS 0+0+0
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Sleight of Hand*† +3 = DEX 3+0+0
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Spellcraft† +5 = INT 1+1+3
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Stealth* +8 = DEX 3+1+0+4 (Small)
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Survival +0 = WIS 0+0+0
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Swim* -1 = STR -1+0+0
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Use Magic Device† +9 = CHA 3+2+3+1 (Trait)
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ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses

+2 Perception (Halfling)
+4 Stealth (Small)
+1 Heal (Trait)
+1 K Nature (Trait)
+1 (In Class) UMD (Trait)

Languages Taldane, Halfling, Dwarven

Special Abilities:

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SPECIAL ABILITIES
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Halfling:

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.

Fleet of Foot:
Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

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.

Shadowhunter:
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).

Oracle:

Mystery (Succor):

Class Skills:
A spirit guide gains all Knowledge skills as class skills. This replaces the bonus class skills gained from the oracle’s mystery.

Bonus Spells:
Ray of Enfeeblement (2nd), Shield of Fortification (4th), Coordinated Effort (6th), Greater Shield of Fortification (8th), Stoneskin (10th), Greater Heroism (12th), Expend (14th), Greater Spellcrash (16th), Wall of Suppression (18th).

Curse (Haunted):
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.

Revelations:

Perfect Aid (Ex):
You can effortlessly give aid to your allies, whether that means providing them with help attacking or defending them in the heat of combat. You gain BodyguardAPG as a bonus feat, and whenever you use the aid another action to provide a bonus on attack rolls or to AC to one of your allies, the bonus you provide increases by 1. This bonus increases by 1 at 4th level and every 5 oracle levels thereafter (to a maximum of +5 at 19th level). It doesn’t stack with other feats or class features that improve the bonus you provide when using the aid another action. This revelation also counts as the Combat Expertise feat, but only for the purpose of meeting the prerequisites of the Swift AidAPG feat and any feat that lists Swift Aid as a prerequisite.

Spells:

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Spells
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0th (4 Known | At Will)

Detect Magic
Ghost Sound
Guidance
Mage Hand
Mending
Read Magic
Stabilize

1st (4+1 / Day)

Cause Fear
Cure Light Wounds
Ray of Enfeeblement
Shadow Trap

Gear/Possessions:

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GEAR/POSSESSIONS

Consumables:
Scroll of Protection from Evil
Scroll of Cure Moderate Wounds
Vial of Holy Water
Oil of Magic Weapon
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Spear
Dagger
Sling & 10 Bullets
Studded Leather Armor
Backpack
Waterskin
Grooming Kit
Bedroll
Belt Pouch
Notebook
Pen & Ink
Flint & Steel
Mess Kit
Soap
Spell Component Pouch
Rope, Hemp 50'
Rations (5 Days)
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 33 GP 2 SP 1 CP

Background:

Clover was born bathed in sunlight. Her father Keits and mother Forana made sure of this by arranging her birth to take place outside in the field by their home. Her parents knew shadow and darkness too well, and never wanted it to touch their daughter.

Both Keits and Forana had spent the first part of their lives in Nidal, where they were household slaves in Pangolais. Keits, his sister Anbra, and Forana planned their escape carefully, and patiently waited until the circumstances were just right before making an attempt. Failure would probably have meant death for them, and in Nidal even more awful fates were possible. Their journey was grueling and terrifying. Anbra was lost in the Uskwood, but Keits and Forana managed to find their way through the forest and cross the Mindspin Mountains into Nirmathis.

The couple would never have survived without the occasional help they received from covert worshippers of Desna in Nidal, and dwarves in the mountains, and they remembered them afterwards. They dropped their old work-name of Chambers and adopted Cynosure, Desna’s home, as their surname along with her faith. Clover was taught by her parents to hold dwarves in esteem, and to treat them with the greatest respect.

Keits and Forana settled near Phaendar and made a living selling honey, and keeping a garden along with some sheep. Clover learned these as she grew up, taking on more work and responsibility as she got older. She also learned the basics of healing from her mother. Clover proved to have an almost preternatural ability to understand how to mend wounds and treat sickness. She quickly surpassed her mother’s skills and took over that role, which seemed to grow as her parents became older.

Clover knew about her parents’ origins in Nidal, but her parents shared few of the details of their life there with her. They told her about it only in broad strokes because they did not want to burden her with what they remembered and carried with them. They wanted to protect Clover from anything that would dim her brightness. Clover did know there was more, and worse, than she had been told though. When she treated them for illnesses she saw the scars their bodies bore, and the discomfort they felt in revealing them to her.

Clover also knew her parents were happy, but that their happiness did not bring them ease or well-being. She thought hints of shadow always remained, bearing down on them. As a young adult, she cared for Keits and Forana with all the skill and ingenuity she could bring to healing. But they both declined, becoming frail and enfeebled beyond their actual ages. Both of Clover’s parents died within a year. Forana first, then Keits as his grief hastened his death.

Two years have now passed since Clover lost her parents. She has continued to live at home, taking care of the bees and managing the other chores by herself. Occasionally she has visitors who seek her out due to her reputation as a healer, but she lacks for company. At first she was fine with it. Her memories of the place are good ones, and she has been content to remain in the place her parents had built from nothing. She sometimes thinks maybe she should find a husband, but young Halfling males are not thick on the ground in the area. She is beginning to waver, thinking maybe it would be nicer to live in Phaendar, or at least as near as a beekeeper can.
Clover travels to town more often now, bringing honey to sell or thinking of other reasons to visit people there.

Aside from the lure of an improved social life in Phaendar, there is one thing that pushing her to move. All of her life Clover had the faint feeling that there was something else at the house, some other sort of presence aside from her and her parents. Sometimes things in the house would go missing, only to turn up much later in places where they were unlikely to have been left. There were occasional sounds. Once or twice Clover felt sure she had seen an object move on its own. It was all silly and easy to explain with three people in the house. As a teenager Clover had stopped even thinking about it. But, with her parents gone, she still feels as if she is not quite alone. Things still disappear and turn up in odd places. The butter knife laid down within reach is no longer within reach when she looks back at it.

Clover still doesn't take any of these things seriously. She feels herself foolish to entertain notions about these things being anything other than rationally explainable. Deep inside though her feeling that something isn't exactly right is growing.

Appearance and Personality:

Height: 3'1" | Weight: 32 | Hair: Dark Brown | Eyes: Green

Appearance
Clover is a pretty and charming young Halfling of average height and figure. Her dark brown hair falls past her shoulders, which contrasts with her pale green eyes. Her skin tone is on the lighter side of the usual Halfling nutty or cinnamon brown. Her demeanor is confident, open, and friendly. Her clothing is plain and simple, not any different from what most everyone wears in Phaendar and the surrounding area. She is native herself after all.

Personality
Clover is named for one of the flowers most loved by bees. Of the many hats she must wear in keeping her parents homestead running, she loves beekeeping the most. Clover identifies with bees, seeing much of herself in them. A single honeybee is nothing without the rest of her hive. As part of the hive no individual stands out, but together their labor produces something as wonderful as honey. A bee does not seek recognition or greater reward, it finds purpose in doing its part to make something greater than itself. Clover is at her best when helping others be their best.

Clover sees the potential in others as well. She is an optimist who can find something positive in almost anyone or anything. People find it hard to dislike Clover. She is gregarious, warm, and open. Her charisma is not the type that places the person at the center of attention. Instead she is able to embed herself in most any social situation without seeming to expend effort. She is the missing puzzle piece, able to match the shape of the hole to complete the picture. Along those lines Clover wants to someday write a book about her parents' lives. At present she does not know how she would ever be able to do the research it would require.

All her good intentions do not make Clover overly serious. She loves dancing, a good dirty joke, and a good drink or two. She can gossip like nobody’s business, although her fundamental kindness keeps her away from the nasty or vicious sort. Clover does not take to violence easily, but she knows it’s sometimes necessary. She would be more inclined to use weapons to protect a friend than defeat an enemy.

For all of this goodness and light, there are also shadows that tug at Clover. She is not aware of it yet, but her parents have passed on to her a sensitivity to shadows. The divide between Clover and shadowy things is thinner and more permeable than for most. She would also do better listening to her intuition than her head in regard to the presence she feels but ignores. Keits and Forana never knew what happened to his sister Anbra on their journey from Nidal. At one point in the woods she simply wasn’t there anymore. They looked for her as long as they could, but had to move on for the sake of self-preservation. In fact, Anbra was snatched by redcaps when she became separated from them. Since there was no fight, the redcaps took her alive rather than killing her on the spot. Anbra dyed many caps, but she did not die quickly or easily. During her long torture and mutilation she became convinced her brother and his wife could have saved her had they chosen to. After her death her angry spirit decided that although they had abandoned her, she would never abandon them or, after they passed on, their daughter.