Father Zantus

Flen's page

No posts. Alias of Licitus.

Full Name



Human (Flan)


Cleric 4 / Monk 1 / Investigator 1









Strength 11
Dexterity 13
Constitution 13
Intelligence 14
Wisdom 18
Charisma 14

About Flen

Primary Info:

Male Human Cleric (Ecclesitheurge) / Monk 1 (Master of Many Styles / Kata Master) / Investigator (Sleuth)
NG Medium Humanoid (Human)
Init: +1; Low-Light Vision; Sense Motive: +16; Perception: +14

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)

STATISTICS (+2 Wis (racial), +1 Int (4th))

BAB +4
Hero Points 2
Inspiration 2
Luck/Panache 2


AC 15, touch 15, ff 14 (+4 wis, +1 Dex)
CMD 19, ff 18 (+4 BAB, +4 Wis, +1 Dex)
HP 45 (8+8+4+3+8+2 + 6*1 Con + 6 Toughness + 0 FB)
Healthy: >= 34, Grazed: 23-33, Wounded: 12-22, Critical: 1-11, Disabled: -1-0
Fort +6 (2 + 5/2 Monk/Cleric + 1/3 Inv + 1 Con + 1 Defense Subdomain)
Ref +6 (2 + 2/2 Monk/Inv + 4/3 Cleric + 1 Dex + 1 Defense Subdomain)
Will +9 (2 + 5/2 Inv/Cleric + 1/3 Monk + 4 Wis + 1 Defense Subdomain)


Speed 40 ft.
Melee +4
Melee (light weapon) +5
Ranged +5
CMB +5 (+4 BAB, +1 Dex)

Improved Unarmed Strike 1d6 x2 B



Adventuring -- 53 ranks (1*5 Monk + 1*6 Investigator + 4*4 Cleric + 6*2 Int + 6*1 Human + 6 FB + 2 Background)
(3) Acrobatics +5 --
(1) Bluff +6 --
(1) Climb +4 --
(6) Diplomacy +11 --
(6) Heal +14 --
(5) Kn (Anatomy) +10 --
(1) Kn (Geography) +8 --
(1) Kn (History) +8 --
(6) Kn (Local) +13 --
(1) Kn (Nature) +6 --
(1) Kn (Nobility) +6 --
(1) Kn (Occult) +6 --
(1) Kn (Planes) +6 --
(1) Kn (Religion) +6 --
(1) Linguistics +6 --
(6) Perception +14 --
(6) Sense Motive +16 --
(1) Spellcraft +5 --
(1) Swim +4 --
(1) Use Magic Device +6 --
(2) TBA


Fey Magic (Swamp) (once each/day) -- from Alternate Racial Trait
[] Know Direction
[] Purify Food and Drink
[] Spark
[] Pass Without Trace

Orisons (6/day)
Known: Bleed, Create Water, Detect Magic, Detect Poison, Enhanced Diplomacy, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Spark, Stabilize, Virtue
Prepared: Create Water, Detect Magic, Enhanced Diplomacy, Guidance, Light, Stabilize

1st (4+1/day)
2nd (3+1/day)



Carrying Capacity:
Light 0-38 lb. Medium 39-76 lb. Heavy 77-115 lb.

Current Load Carried XX lb.

Dagger, Cold Iron (4:1)
Quarterstaff (-:4)

Magical Equipment:
Healer's Satchel (1500:1)
Lore Needle (3500:-)
Metamagic Rod, Reach (3000:5)
Sleeves of Many Garments (200:1)

Mundane Equipment:
Backpack, common (2:2)
Bag, waterproof <in backpack> (0.5:0.5)
Chalk x 2 <in waterproof bag> (0.01:-) --> (0.02:-)
Outfit, Traveler's (free, 5)
Pouch, belt (1:0.5)
Pouch, spell components (5:2)
Sack <in backpack> (0.1:0.5)
Twine (50 ft) <in backpack> (0.01:0.5)
Vial x 2 <in pouch> (1:-) --> (2:-)

Candle x 10 <in backpack> (0.01:-) --> (0.1:-)
Smelling Salts <in pouch> (25:-)
Tindertwig x 2 <in waterproof bag> (1:-) --> (2:-)

Equipment - Stored:
Bedroll (0.1:5)
Blanket (0.5:3)
Compass (10:0.5)
Flint and steel (1:-)
Gear Maintenance Kit (5:2)
Grooming Kit (1:2)
Mess Kit (0.2:1)
Pouch, belt (1:0.5)
Waterskin (full) (1:4)
Whetstone (0.02:1)

Consumables - Stored:
Rations, Trail x 5 (0.5:1) --> (2.5:5)

Rings, Platinum (50:-)


Special Abilities:

Circumstantial Abilities
+1 Perception to locate traps -- Trapfinding
+2 racial on Survival to not get lost -- Wayfarer

Activated Abilities
Fey Magic Spells -- Fey Magic
Blessing of the Faithful -- Class Feature
Channel Energy (1d6, 5/day) -- Class Feature
Deflection Aura (+2, 1/day) -- Defense Subdomain
Silver-Tongued Haggler (+1, 7/day) -- Trade Subdomain
Deeds (Derring-Do, Dodging Panache) -- Kata Master
Deeds (Opportunistic Evasion, Sleuth's Initiative) -- Sleuth

Standing Abilities
Fly is class skill -- Fey Magic
Low-light Vision -- Fey Magic
Learn 2 languages for each rank in Linguistics -- Wayfarer
+2 racial on Kn (Geography) -- Wayfarer
+2 racial on Kn (Local) -- Wayfarer
+1 Disable Device -- Trapfinding
Can use Disable Device to disarm magical traps -- Trapfinding
+2 Sense Motive -- Snake Style
+1 Resistance bonus on all saving throws -- Defense Subdomain
+10 ft. base speed -- Trade Subdomain


Additional Traits -- Human
Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.

Toughness -- 1st Level
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Weapon Finesse -- from Monk
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.

Agile Maneuvers -- from Monk
Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus.

Improved Unarmed Strike -- from Monk
Benefit: You are considered to be armed even when unarmed -- you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Snake Style -- from Monk
Prerequisite: Improved Unarmed Strike, Acrobatics 1 rank, Sense Motive 3 ranks.

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
Prerequisite: Caster level 1st.

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.
See magic item creation rules for more information.

Signature Skill (Heal) -- 5th Level
Prerequisite(s): 5 ranks in the chosen skill.

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
An ecclesitheurge is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. This replaces the cleric's weapon and armor proficiencies.

Ecclesitheurge's Vow
At 1st level, an ecclesitheurge makes a vow to his deity to be protected solely by his faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells.

Blessing of the Faithful (Su)
As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge's next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.

A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

Domain Mastery
At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain's spell list.
Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain's spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain's granted powers or gain access to the other domain's granted powers. For example, an ecclesitheurge with Glory as his primary domain and Good as his secondary domain can choose to gain access to the Healing domain; until the next time he prepares spells, he uses the Healing domain spell list as his secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain.
This ability alters the normal domain ability.

Defense Subdomain -- Secondary
Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

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
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.

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)
At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard's bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item. As with a wizard's bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat's level prerequisites. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so. The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function for only the ecclesitheurge. If a bonded holy symbol's owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability.
This ability replaces the increase to channel energy gained at 3rd level.

AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would.

Panache (Ex)
At 1st level, a kata master gains the swashbuckler's panache class ability. At the start of each day, a kata master gains a number of panache points equal to her Charisma bonus (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than his Charisma bonus (minimum 1). A kata master gains the swashbuckler's derring-do and dodging panache deeds. A kata master can use an unarmed strike or monk special weapon in place of a light or one-handed piercing melee weapon for granted swashbuckler class features and deeds.

Derring-Do (Ex)
At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex)
At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Inspiration (Ex)
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

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.

An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Sleuth's Luck (Ex)
At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats, magic items, and spells that grant either grit or panache points can also grant a sleuth luck points equal to the amount of grit or panache they grant. A sleuth spends luck to accomplish deeds (see below), and regains luck in the following ways.

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.

Sleuths spend luck points to accomplish deeds. Most deeds grant a sleuth some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as a sleuth has at least 1 luck point.

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.)

Grit, Luck, and Panache
Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, luck, and panache, they pool the resources together into a combined pool. (Those who use panache and luck do not gain twice their Charisma bonus in their pool.) For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit or panache points, and vice versa.

A luck user does not count as a grit or panache user to satisfy feat prerequisites.

Character Traits:


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.

Alternate Racial Traits

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.


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
Height: 5' 10"
Weight: 160
Hair: short, straight, dark brown
Eyes: brown
Skin: deep tan

Adventurous. Likes the outdoors and travel. Likes knowing things. Likes doing new things.