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About FlenPrimary Info:
Male Human Cleric (Ecclesitheurge) / Monk 1 (Master of Many Styles / Kata Master) / Investigator (Sleuth)
Languages Keoish (R/S)(C/W), Aerdi (B/S)(C/W), Elven (B/S)(C/W), Dwarven (L/S)(L/W), Flan (L/S)(L/W) ------------------------------
11.13.13.14.18.14 (+2 Wis (racial), +1 Int (4th)) BAB +4
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AC 15, touch 15, ff 14 (+4 wis, +1 Dex)
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Speed 40 ft.
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Skills:
(ranks.ability.class.misc) Adventuring -- 53 ranks (1*5 Monk + 1*6 Investigator + 4*4 Cleric + 6*2 Int + 6*1 Human + 6 FB + 2 Background)
Spells:
Fey Magic (Swamp) (once each/day) -- from Alternate Racial Trait
Orisons (6/day)
1st (4+1/day)
Gear/Possessions/Money:
(value:weight) Carrying Capacity:
Current Load Carried XX lb. Weapons:
Magical Equipment:
Mundane Equipment:
Consumables:
Equipment - Stored:
Consumables - Stored:
Foci:
Money XX GP; XX SP; XX CP
Special Abilities:
Circumstantial Abilities
Activated Abilities
Standing Abilities
Feats:
Additional Traits -- Human
Toughness -- 1st Level
Weapon Finesse -- from Monk
Agile Maneuvers -- from Monk
Improved Unarmed Strike -- from Monk
Snake Style -- from Monk
Benefit: You gain a +2 bonus on Sense Motive checks, and you can deal piercing damage with your unarmed strikes. While using the Snake Style feat, when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make a Sense Motive check. You can use the result as your AC or touch AC against that attack. You must be aware of the attack and not flat-footed. Scribe Scroll -- 3rd Level
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
Signature Skill (Heal) -- 5th Level
Benefit(s): Choose one skill. You gain the ability listed in that skill’s 5 Ranks entry. As you gain more ranks in the chosen skill, you gain additional abilities. If you have 10 or more ranks in the chosen skill, you gain the appropriate abilities immediately. If your chosen skill is Craft, Knowledge, Perform, or Profession, you gain the listed powers only for one category of that skill, such as Craft (bows). This feat can be taken only once, but it stacks with the rogue’s edge ability and the cutting edge rogue talent. Heal 5 Ranks: When you treat deadly wounds, the target recovers hit points and ability damage as if it had rested for a full day.
Class Features:
Weapon and Armor Proficiency
Ecclesitheurge's Vow
Blessing of the Faithful (Su)
Domains
Domain Mastery
Defense Subdomain -- Secondary
Deflection Aura (Su) -- Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense. Trade Subdomain -- Primary
Silver-Tongued Haggler (Su) -- Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Bonded Holy Symbol (Su)
AC Bonus (Ex)
Unarmed Strike
Panache (Ex)
Derring-Do (Ex)
Dodging Panache (Ex)
Inspiration (Ex)
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action. Trapfinding
Sleuth's Luck (Ex)
Rolling a Natural 20 on a Knowledge or Sense Motive Check: While on an investigation, a sleuth regains luck by uncovering secrets. Rolling a natural 20 on these skill checks while actively investigating causes the sleuth to regain 1 luck point. Such skill checks made for more mundane reasons (such as normal research or using Sense Motive to gain information during normal bargaining or while gambling) do not regain luck for the sleuth. Determining which skill checks qualify is up to the GM. Rolling a 6 or Higher on an Inspiration Roll: When a sleuth rolls an inspiration die while on an investigation and the die comes up a 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.) Like regaining luck via a natural 20 on a qualifying skill check, inspiration checks made for more mundane reasons don't qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It's possible for a investigator to regain 2 luck points on the same Skill check, if both the qualifying skill check is a natural 20 and any inspiration roll made is a 6 or higher. This and the 1st-level deeds below replace alchemy. A sleuth cannot take the alchemist discovery talent or any investigator talent that affects alchemy. Deeds
At 1st level, a sleuth gains the following deeds. Daring (Ex): At 1st level, a sleuth can spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. He can choose to add this die after he rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (minimum 1). Opportunistic Evasion (Ex): At 1st level, when a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend 1 luck point as an immediate action to instead take no damage for that effect. Sleuth's Initiative (Ex): At 1st level, as long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.) NOTE
A luck user does not count as a grit or panache user to satisfy feat prerequisites.
Character Traits:
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Magical Knack (Cleric) -- You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait -- your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. ------------------------------
Fey Magic (Urban) -- The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. In addition, 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. Lastly, the human also gains low-light vision. This trait replaces skilled. Wayfarer -- Humans maintain the largest trade networks and the farthest-reaching civilizations, putting them in contact with a huge number of cultures. Humans with this racial trait gain a +2 racial bonus on Survival checks to avoid becoming lost, Knowledge (geography) checks, and Knowledge (local) checks. Whenever these humans gain a rank in Linguistics, they learn two languages rather than one.
Background:
Flen rolled out of the way of the clumsy attack and flipped onto his feet. "This is getting old." He looked his older brother in the eye. "I know you think you're my boss, but you're not. I'm not fighting you this time. I'm out of here." He turned and walked off. "You scared? You too scared to fight me?" Flen turned back around, tensing every muscle in his body, "No! he shouted. "It doesn't matter whether I fight or not! It changes nothing, so I choose to go. Bye!" He turned once more and left, ignoring any further words hurled his way. Flen wandered around for some time, enjoying the quiet of the woods, feeling the calm brought on by simply walking, but he eventually returned to his room, to his bed. Fully calmed, Flen's mind began to ponder, "Why am I staying around here? It's time for me to go." He looked around. The plain walls looked back, but said nothing. He sighed a loud and deep sigh. No one else saw or heard it, but Flen knew. He really did need to go. As much as he loved his family and all his siblings (all 8 of them), there was more pushing him away than keeping him there. It was time to hit the road and find his own way. That was years ago now. Since then Flen has spent time training in a monastery, investigating himself and the world around him, and taking step after step after step on the road. A follower of Fharlanghn, he still travels the road looking for ways to be of help.
Appearance and Personality:
Age: 24
Adventurous. Likes the outdoors and travel. Likes knowing things. Likes doing new things.
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