Adventurer

Clover Igby's page

7 posts. Alias of rdknight.


Full Name

Clover Igby

Race

Halfling

Classes/Levels

Oracle 6 Monk 1

Gender

Female

Size

Small

Age

24

Alignment

NG

Deity

Chaldira Zuzaristan

Location

Kintargo, Cheliax

Languages

Taldane, Halfling

Strength 10
Dexterity 18
Constitution 14
Intelligence 11
Wisdom 10
Charisma 20

About Clover Igby

Clover Image

Statistics:
Female Halfling Oracle (Dual Cursed) 6 / Unchained Monk (Scaled Fist) 1
NG Small Humanoid

Init +8; Senses Perception +7
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DEFENSE
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AC 22, touch 17, flat-footed 12 (+5 CHA, +4 Dex +1 Small, +1 Dodge, +1 Magic)
hp 61
Fort +&, Ref +9, Will +6 (+4 vs Curse Effects)
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OFFENSE
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Speed 30 ft. (-5 curse, +10 magic = 35) (Swim Speed 25)

Melee +9 (Finesse)

Ranged +9
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STATISTICS
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Str 10, Dex 18, Con 14, Int 11, Wis 10, Cha 20
Base Atk +5; CMB +5; CMD +19
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TRAITS

Urban Sleuth (Campaign):
Much of Kintargo’s history is lost or hidden. You know because you’ve made a point of seeking out those secrets. Local urban legends and bits of strange historical rumors have long fascinated you—who knows what amazing truths about Kintargo’s past have been lost forever to the redactors of House Thrune? What caused Professor Mangvhune of the Alabaster Academy to become the city’s most infamous serial killer? Who were the dragons Adrakash, Ithanothaur, and Rivozair, and what were their ties to Kintargo? Why do the Devil’s Bells of the Temple of Asmodeus seem to ring at random times, and is there a pattern to the peals? Who were the Silver Ravens who defended Kintargo during the Chelish Civil War, and why did they vanish so soon after that war’s resolution? So many mysteries, and who better than you to find the answers?
Pick one of the questions above as your focus. Answers to these questions can be discovered at different points during Hell’s Rebels, but don’t expect to learn these answers any time soon! More important, your choice of focus grants you a +1 trait bonus in a particular Knowledge skill check associated with that focus (pick one of the two options provided below for your question). That Knowledge skill is always a class skill for you. Once per day, when you attempt a Knowledge skill check in either of the types associated with your focus, you can roll twice and take the better result as your actual result.
Silver Ravens: Knowledge (local) or Knowledge (history).

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

Lessons of Chaldira (Religion):
Your studies of Chaldira Zuzaristan’s exploits have given you a knack for avoiding trouble. Once per day before the result of a saving throw is known, you can reroll that saving throw. You must take the second result even if it is worse.

FEATS

Deific Obedience (Bonus):
Your reverence for a deity is so great that daily prayer and minor sacrifices grant you special boons.
Prerequisites: Knowledge (religion) 3 ranks, must worship a deity.
Benefit: Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the Obedience entry for the god to whom you performed the obedience.
If you have at least 12 Hit Dice, you also gain the first boon granted by your deity upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the second boon. If you have 20 Hit Dice or more, you also gain the third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.
If you have levels in the evangelist, exalted, or sentinel prestige classes, you gain access to these boons at lower levels as a benefit of your prestige class. If you have no levels in one of these prestige classes, you gain the boons marked as exalted boons. If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class.
If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.
Chaldira:
Steal a coin or button from someone that isn’t likely to miss it or need it. While unobserved, balance the coin or button on the edge of a weapon, flip it into the air, and call out how it will land. If you are right, find someone else to give the coin or button to—perhaps even its original owner—and explain how the token will bring good fortune. Gain a +2 sacred bonus on attack rolls with the type of weapon (for example, short swords) you used to balance the object. If you can’t find someone to take the coin or button after an hour, or if you were wrong in calling how it will land, hide it somewhere where it will be found and where the finder might deem himself lucky for discovering it. In this case, you gain only a +1 sacred bonus on attack rolls with the weapon type.

Dodge (Monk Bonus):
Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.
Prerequisite: Dex 13.
Benefit: 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.

Weapon Finesse:
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, 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.
Special: Natural weapons are considered light weapons.

Risky Striker:
You can make yourself a little more vulnerable to larger creatures in order to land a devastating blow.
Prerequisites: Base attack bonus +1, halfling.
Benefit: You can choose to take a –1 penalty to AC to gain a +2 bonus on melee damage rolls against creatures two or more size categories larger than you. When your base attack bonus reaches +4 and every 4 levels thereafter, the penalty increases by –1 and the damage bonus increases by 2. The bonus damage is multiplied in the case of a critical hit. You can only choose to use this feat when you declare that you are making an attack action or a full-attack action with a melee weapon. The effects last until your next turn.

Extra Revelation (Time Flicker):
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.

Diverse Obedience:
Your intense faith in your deity allows you to gain boons not granted to most followers.
Prerequisite(s): Deific Obedience, Knowledge (religion) 5 ranks, alignment must match that of your worshiped deity.
Benefit(s): You are treated as though you had 2 more Hit Dice than you actually do for the purposes of determining what divine boons you gain as a result of performing your deity’s obedience. Diverse Obedience doesn’t allow access to divine boons granted through prestige classes early, as those boons are tied to prestige class levels gained, not overall Hit Dice. If you take levels in a prestige class or archetype that offers accelerated access to a boon, this benefit may be superfluous.
Additionally, whenever you would gain a boon as a result of your Deific Obedience feat (and not through a prestige class), you can choose among the options available for evangelist, exalted, or sentinel boons. Once you make the selection, it is permanent, but you can choose from a different category each time you gain a new boon as you increase your Hit Dice.

Skills
(5 points; 28 class, 14 Background)
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Acrobatics* +8 = DEX 4+1+3
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Appraise +0 = INT 0+0+0
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Bluff +13 = CHA 5+5+3
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Climb* +4 = STR 0+1+3
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Craft +0 = INT 0+0+0
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Diplomacy +13 = CHA 5+5+3
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Disable Device*† +4 = DEX 4+0+0
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Disguise +5 = CHA 5+0+0
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Escape Artist* +8 = DEX 4+1+3
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Fly* +4 = DEX 4+0+0
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Handle Animal† +5 = CHA 5+0+0
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Heal +0 = WIS 0+0+0
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Intimidate +5 = CHA 5+0+0
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K (Arcana)† +0 = INT 0+0+0
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K (Dungeoneering)† +0 = INT 0+0+0
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K (Engineering)† +0 = INT 0+0+0
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K (Geography)† +0 = INT 0+0+0
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K (History)† +5 = INT 0+2+3 (+2 Background)
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K (Local)† +6 = INT 0+2+3+1 (+1 Trait)
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K (Nature)† +0 = INT 0+0+0
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K (Nobility)† +0 = INT 0+0+0
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K (Planes)† +0 = INT 0+0+0
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K (Religion)† +8 = INT 0+5+3
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Linguistics† +2 = INT 0+1+0+1 (+1 Background) (+1 Ioun Stone)
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Perception +8 = WIS 0+2+3+2+1 (+2 Keen Senses) (+1 Ioun Stone)
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Perform (Oratory) +10 = CHA 5+2+3 (+2 Background)
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Profession† (Innkeeper) +5 = WIS 0+2+3 (+2 Background)
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Ride +4 = DEX 4+0+0
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Sense Motive +5 = WIS 0+1+3+1 (+1 Ioun Stone)
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Sleight of Hand*† +14 = DEX 4+7+3 (+7 Background)
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Spellcraft† +4 = INT 0+1+3
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Stealth* +13 = DEX 4+3+3+4 (Small)
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Survival +0 = WIS 0+0+0
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Swim* +12 = STR 0+1+3+8 (+8 Swim Speed)
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Use Magic Device† +7 = CHA 5+2+0
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ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses

+2 Perception (Halfling)
+4 Stealth (Small)

Languages Taldane, Halfling, Varisian

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, [b]Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.

Adaptable Luck:
Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.

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 (Time):

Bonus Spells:
Ill Omen (2nd), Oracle's Burden (4th), Bestow Curse (6th), Threefold Aspect (8th), Permanency (10th), Contingency (12th), Disintegrate (14th), Temporal Statis (16th), Time Stop (18th).

Curse (Deep One):
The lure of the ocean tugs at your soul. You reduce your base land speed by 5 feet. You gain a swim speed equal to your land speed, and if you already have a swim speed, you increase it by 10 feet. At 5th level, your natural armor bonus increases by 1 as your skin thickens. At 10th level, you gain a +1 bonus to your caster level when casting spells underwater and when casting spells with the water descriptor. At 15th level, you gain the benefits of freedom of movement while underwater.Does Not Advance.

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:

Misfortune (Ex):
At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

Temporal Celerity (Su):
Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Erase from Time (Su):
As a melee touch attack, you can temporarily remove a creature from time altogether. The target creature must make a Fortitude save or vanish completely for a number of rounds equal to 1/2 your oracle level (minimum 1 round). No magic or divinations can detect the creature during this time, as it exists outside of time and space—in effect, the creature ceases to exist for the duration of this ability. At the end of the duration, the creature reappears unharmed in the space it last occupied (or the nearest possible space, if the original space is now occupied). You can use this ability once per day, plus one additional time per day at 11th level.

Time Flicker (Su):
As a standard action, you can flicker in and out of time, gaining concealment (as the blur spell). You can use this ability for 1 minute per oracle level that you possess per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 7th level, each time you activate this ability, you can treat it as the blink spell, though each round spent this way counts as 1 minute of your normal time flicker duration. You must be at least 3rd level to select this revelation.

Spells:

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Spells
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Orisons (7 Known | (At Will)

Detect Magic
Guidance
Light
Mending
Read Magic
Resistance
Stabilize

1st (6+2 / Day)

Bless
Cure Light Wounds
Divine Favor
Ill Omen (Mystery)
Obscuring Mist
Protection from Evil

2nd (5+1 /Day)

Ashen Path
Cure Moderate Wounds
Light Prison
Oracle's Burden (Mystery)

3rd (3+1 /Day)

Bestow Curse (Mystery)
Cure Serious Wounds
Prayer

Gear/Possessions:

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GEAR/POSSESSIONS
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Consumables:

Acid Flask x2
Alchemist Fire x2

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Magic Items:

+1 Short Sword (Mithril)
Ring of Protection +1
Cloak of Resistance +1
Belt of Incredible Dexterity +2
Belt of Alluring Charisma +2
Boots of Striding and Springing
Pathfinder Pouch
Wayfinder (Gold Cracked Nobdule & Dark Blue Cracked Rhomboid inserted)
Wand: Cure Light Wounds (50)

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MWK Dagger (Cold Iron)
Dagger
Sling & 10 Bullets
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:

1. Clover’s family owns a small inn by the docks in the Yolubilis Harbor district. The place caters especially to sailors and other seafaring types. It has been Igby family owned and operated for three generations, if one includes Clover.

2. Just over 130 years ago, Clover’s great-grandfather Tolnulles jumped ship in Kintargo and made it his new home. In doing so he founded a new branch of the Igby family. There are several other branches of the family in coastal locations throughout Cheliax, including in Remesiana, Westcrown, Hinji, and Corentyn. Clover even has a few yokel cousins in the hamlet of Blackcove. The Igby Halflings have always been involved to maritime, or maritime adjacent occupations.

3. Great-grandpa Tolnulles managed to buy the inn after saving up several years of gambling winnings.

4. Since Tolnulles and until Clover, the Igby family has all been strait-and-narrow types. Good at running the business, careful to keep their noses clean, and generally content with a quiet life. Clover is a throwback, with a personality more like her great-grandfather’s.

5. The inn has always been a seafarer-friendly establishment, and Clover is the seafarer-friendliest member of the family in a very long time. Not all sailors are scoundrels, but plenty of scoundrels are sailors. If one was willing to spend the time to learn what there was to learn from all the guests coming through, there was a lot of tricky stuff one could pick up, and Clover did.

6. While Clover will eventually be one of the inheritors of the inn, nobody expects she would actually run and manage the place. Her co-inheritor and brother Caldert will be the de facto proprietor. It’s hard for anyone who knows the siblings to imagine Clover to be able to give running the place the kind of sustained focus and attention that would be required.

7.


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