Skywin Freeling

Clover Cynosure's page

239 posts. Alias of rdknight.


Full Name

Clover Cynosure

Race

Halfling

Classes/Levels

Oracle (Spirit Guide) 2 | HP: 22/22 | AC: 18 (T: 14, F: 15) | CMB: 0, CMD: 13 | F: +2, R: +3, W: +3 | Init: +3 | Perc: +7, SM: +0 | Speed 30'

Gender

Female

Size

Small

Age

23

Alignment

CG

Deity

Desna

Location

Trunau

Languages

Halfling, Taldane, Dwarven

Occupation

Healer, Ramblehouse Staff

Homepage URL

Clover Portrait

Strength 11
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 10
Charisma 18

About Clover Cynosure

Statistics:
Female Halfling Oracle (Spirit Guide) 2
NG Small Humanoid

Init +3; Senses Perception +7
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DEFENSE
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AC 18, touch 14, flat-footed 14 (+4 Armor, +3 Dex +1 Small)
hp 22
Fort +2, Ref +3, Will +3
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OFFENSE
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Speed 30 ft.

Melee +1

Ranged +4
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STATISTICS
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Str 10, Dex 16, Con 14, Int 12, Wis 10, Cha 18
Base Atk +1; CMB 0; CMD +13
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Traits

Vexing Defender (Campaign):
You’re trained in fighting opponents that are larger than you, and you are skilled at keeping them on their toes, pestering them from all directions. You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you. In addition, you gain a +4 trait bonus on Acrobatics checks to move through an enemy’s space without provoking an attack of opportunity, provided that enemy is larger than you.

Fate's Favored:
The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Helpful:
Requirement(s) Halfling
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.

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

Extra Revelation (Spirit Boost):
You have discovered a new aspect of your mystery.
Prerequisite: Revelation class feature.
Benefit: You gain one additional revelation. You must meet all of the prerequisites for this revelation.
Special: You can gain Extra Revelation multiple times.

Bodyguard:
Your swift strikes ward off enemies attacking nearby allies.
Prerequisite: Combat Reflexes.
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
(5 points; 4 class, 1 INT)
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Acrobatics* +8 = DEX 3+1+3+1 (Trait)
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Appraise +1 = INT 1+0+0
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Bluff +4 = CHA 4+0+0
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Climb* +0 = STR -0+0+0
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Craft +1 = INT 1+0+0
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Diplomacy +9 = CHA 4+2+3
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Disable Device*† +3 = DEX 3+0+0
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Disguise +4 = CHA 4+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 4+0+0
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Heal +4 = WIS 0+1+3
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Intimidate +4 = CHA 4+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)† +1 = INT 1+0+0
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K (History)† +6 = INT 1+2+3
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K (Local)† +6 = INT 1+2+3
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K (Nature)† +1 = INT 1+0+0
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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)† +5 = INT 1+1+3
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Linguistics† +1 = INT 1+0+0
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Perception +7 = WIS 0+2+3+2 (Halfling)
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Perform +4 = CHA 4+0+0
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Profession† (Hotelier) +5 = WIS 0+2+3
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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* +11 = DEX 3+1+3+4 (Small)
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Survival +0 = WIS 0+0+0
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Swim* +0 = STR 0+0+0
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Use Magic Device† +4 = CHA 4+0+0
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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 (In Class & +4 vs. AoO's) (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.

Fey Thoughts:
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.

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 (Powerless Prophesy):
You are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can’t take any actions in a surprise round, including free actions, except for flash of insight (see Revelations below). In the absence of a surprise round, you are staggered for the entire first round of combat. At 5th level, you gain a +4 insight bonus on initiative checks. At 10th level, you gain improved uncanny dodge as the rogue ability, using your oracle level as your rogue level. At 15th level, you gain a +4 insight bonus on all your saving throws and to your AC during surprise rounds and when you are otherwise unaware of an attack.

Uncanny Dodge (Ex):
At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

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.

Spirit Boost (Su):
Spirit Boost (Su): Whenever your healing spells heal a target up to its maximum hit points, any excess points persist for 1 round per level as temporary hit points (up to a maximum number of temporary hit points equal to your oracle level).

Spells:

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Spells
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0th (4 Known | (At Will)

Detect Magic
Guidance
Light
Mending
Read Magic

1st (4+1 / Day)

Bless
Cure Light Wounds
Divine Favor
Ray of Enfeeblement

Gear/Possessions:

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GEAR/POSSESSIONS
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Consumables:

Acid Flask x2

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Long 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 13 GP 2 SP 1 CP

Background:

Clover's parents were the ones who came to Trunau. It was only afterward when Clover was born, so she has lived in Trunau all her life. Her parents were among the original group of ex-slaves from Molthune who came and built Ramblehouse. Her father was a cousin of Cham Larringfass's, which makes Clover Cham's first cousin once removed. Clover refers to Cham as 'auntie' though, and they are close. By the time Clover has reached her early teens both her parents had passed away, so Cham has been a parental figure for Clover since.

She is one of the several halflings who work under Cham at the Ramblehouse, and she tends to get a certain small amount of special treatment. This would invite more resentment than it does if Cham treated Clover to lighter chores and such because she were a relative. But it's not because she's family. Clover is someone all together rarer and more special; she is the only jinx in Trunau. It's not exactly the case that none of the other workers ever feel some resentment, but everyone at Ramblehouse treats Clover with a degree of reverence. Besides, she contributes in other ways. The number of guests who try to skip out on their bills, or behave in overly demanding and rude ways has dropped considerably since Cham let it leak to the whole town there is a jinx in residence. Nobody outside Ramblehouse really knows exactly what it means, but it sounds like it could be bad if they don't mind their manners.

There's another reason for Clover's special treatment though, one that's equally, or perhaps more important to people. She has established reputation as an extraordinarily gifted healer. Her hands are nothing short of magical. Not the usual ways of applying poultices and bandages, Clover is honestly all thumbs with those sorts of treatments. Instead she can use her touch alone to close wounds and heal injuries. How the gift came to her is something nobody, not even Clover herself can explain.

Even if her gifts make her a little spooky in some people's opinions, Clover is probably the second most well-know halfling in Trunau after Cham.


Appearance and Personality:

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

Appearance
Clover is a pretty and charming young Halfling of average height and figure. Her sandy brown hair falls to 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 Trunau 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 while working at the Ramblehouse, she loves taking care of the garden the most. Clover loves and 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 and her other kin before the Ramblehouse.

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.