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Statistics
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Str 10, Dex 17, Con 14, Int 16, Wis 10, Cha 15
Base Atk +7; CMB +6; CMD 19
Feats Weapon Finesse, Breadth of Experience, Two-Weapon Fighting, Improved Two-Weapon Fighting, Mythic Weapon Finesse, Dual Enhancement
Traits Criminal, Chance Encounter
Skills acrobatics +9, disable device +16, handle animal, +4, knowledge (arcana) +6, knowledge (dungeoneering) +6, knowledge (engineering) +6, knowledge (geography) +6, knowledge (history) +6, knowledge (local) +6, knowledge (nature) +15, knowledge (nobility) +6 (background), knowledge (planes) +15, knowledge (religion) +11, linguistics +7 (background), perception +10, sense motive +5, sleight of hand +13 (background), stealth +19, survival +4, use magic device +7
...+4 to knowledge, perception, sense motive, stealth, and survival checks vs evil outsiders/undead
Languages common, gnome, sylvan, draconic, dwarven, giant, abyssal, infernal, undercommon, celestial, elven, aklo, terran, ignan
SQ hidden aura, stalk evil, divine bond (weapon)
Combat Gear +1 kukri, cold iron kukri, shortbow, arrow (39), alchemist fire (x2), tanglefoot bag
Other Gear +1 studded leather armor, paladin kit (backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, wooden holy symbol), alchemist fire x2, smokestick x3, potion of invisibility x4, potion of cure light wounds, masterwork backpack, cloak of resistance +1, chime of opening, potion of CSW, potion of CLW, potion of spider climb, potion of lesser restoration, mwk lockpicks, wand of CLW, scroll of lesser restoration, ring of protection +1, 213.33 GP
Special ItemScale of Disguise Three times per day as a standard action, a scale can be used to cast alter self. While disguised, the target gains a +4 bonus on all Bluff checks made against evil creatures
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Special Abilities
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Inquisitive +2 to disable device/escape artist
Fey Thoughts use magic device and sleight of hand as class skills
Illusion Resistance +2 on saves vs illusion spells or effects
Gift of Tongues +1 on bluff and diplomacy; +1 language with each rank in lingustics
Hidden Aura (Su) no aura of good
Stalk Evil (Su) +4 on knowledge, perception, sense motive, stealth, and survival checks vs evil outsiders; +4 to attack/damage vs evil outsiders/undead
Divine Grace (Su) +CHA on all saving throws
Lay on Hands (Su) (5/day); 1d6 HP regained/2 lvls; others (std.) or self (swift); melee touch vs. undead (no save)
Aura of Courage (Su) immune to fear
Divine Health (Ex) immune to all diseases
Mercy (Su) adds to lay on hands; remove shaken Channel Positive Energy (Su) as cleric ability, uses two uses of Lay on Hands
Spells Fley gains spells
Divine Bond Weapon
Traits
-Criminal
-Chance Encounter
-In addition you now gain a +2 trait bonus on Reflex saves. By expending one use of mythic power, you can take 20 on an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check without an increase in the time required to make the check.
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Spells
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Hard to Kill Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Amazing Initiative You gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
Trickster AttackFleet Charge As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
Path Ability
* Assured Skill In times of need, you're virtually assured success when using skills. As a free action before you roll a skill check, you can expend one use of mythic power to roll that skill check twice, take the higher result, and add your tier to the total.
* Defensive Move Once per round, you can designate one opponent. Unless you attempt to move through that opponent's space, your movement (including standing up from a prone position) doesn't provoke attacks of opportunity from that opponent. If you move through the opponent's space, you can still attempt an Acrobatics check to do so without provoking an attack of opportunity. You can take this ability more than once. Each additional time you select it, you can designate one additional opponent when you move.
Fleinonimus Maxillius Flaxon was born and raised in the little town of Egede. His parents ran an inn for those coming back from the Worldwound. Fley would should off his little gnomish magic tricks to the soldiers and they all adored him.
His parents had no time for him though. They both were pampering their patrons - trying to make them most comfortable and trying to extract the most coin from them. So as he started to age, Fley started to explore more of the city around him.
Before you knew it, he was running with the wrong crowd. His 'friends' would use him to do stupid things. He'd used his size to, even small gnome standards, to hide and pickpocket those around him.
A soldier caught him one day and his parents found out. As punishment, he had to go live with his uncle in Kenebres - a former crusader. This uncle would teach him the tenants of Iomedae and how to be a proper knight. Fley was bored at first, but slowly realized that this was his calling. He'd see countless soldiers coming back from the Worldwound and knew that he needed to join in.
One day, he felt a calling. He snuck out of his uncle's house and travelled in to the Worldwound. Fley was proud to be joining ranks. Yet a group of cultists found him. He would have died right then and there, if not for an older woman who would unconsciously hold her Desna symbol. He made it safely back to Kenebres with her help.
Fley realized that being direct would not be the way to go - he'd be an easy target. His uncle realized that as well. The two of them worked on subtle, self-sufficient, and unobtrusive - all which his small size was a boon not a bane.
His uncle passed away one day, and Fley didn't have the courage to go in to the Worldwound without his encouragement. So instead, he taught the small folk - gnomes, halflings, even other more exotic races - everything his uncle had taught him.
On his 106th birthday, an owl landed on his window. Something clicked and he knew that it was his time to go. He would join the next wave of crusaders in to the Worldwound.
The owl was a symbol of Tanagaar. Fley took this to heart and venerates The Aurulent Eye.
Your home is your fortress. Protect it, cherish it, help it grow. Watch over it with unerring vigilance.
Guard your borders ardently but with discretion. Gather information before making a decision, but when a decision must be made, do not hesitate to let your wrath become known.
Just as you force criminals to respect the boundaries of your home, you must also respect the personal boundaries people place on themselves. Treat those around you with the utmost respect, like they are guests in your home unless they have done something undeserving of your respect.
The darkness is your greatest ally. Use it, let it guard your steps
Act with subtlety until it is time to strike. Just as other deities' Paladins are shining symbols of their faith, you are a symbol of shadows. Act as such.
Tanagaar respects all animals, as should you. Mistreatment of animals is a grave offense, and those who commit acts of mistreatment must be shown the Lord of Night's displeasure swiftly and without mercy.
In your time in the shadows, remember this: your are protector, not a scoundrel or a spy. The shadows have many paths, and all are shrouded. Maintaining your true path is difficult but necessary. Do not falter and succumb to criminal impulses or an appetite for intrigue. You must dabble in these worlds, but don't bow to them.