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About Gildevar BroachGildevar Broach
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Abilities:
Str 10 Dex 18 Con 8 Int 14 Wis 16 Cha 14 Feats:
Feat 1 Channel Smite Rogue 1 Weapon Finesse Half-Elf Skill Focus Perception Feat 2 Scribe Scroll Rogue 1 Deft Maneuvers can perform a dirty trick, disarm, reposition, steal, or trip combat maneuver without provoking AoO) Feat 3 Quick Draw Traits:
1 Blasphemy (+2 to knowledge religion) 2 Sacred Conduit (+1 to DCs of channel energy) 3 Avid Reader (can always take 10 on Knowledge Local) Skills:
1 +14 Perception (3) (+15 vs traps) 2 +10 Stealth (3) 3 +12 Disable Device (3) 4 +8 Diplomacy (3) 5 +8 Bluff (3) 6 +8 Intimidate (3) 7 +9 Sense Motive (3) 8 +8 Knowledge Local (3) 9 +10 Knowledge Religion (3) 10 +8 Disguise (3) 11 +7 Profession Barrister (1) 12 +8 Linguistics (3) 13 +8 Spellcraft (3) 14 +6 Appraise (1) 15 +6 Knowledge History (1) bonuses: +5 on perception, +2 to Knowledge Religion, +1 on perception to locate traps, +1 to disable device checks from rogue ability, +2 to disable device from MW thieves' tools. 13 ranks per level (8 class, 2 int, 1 fcb, 2 background) Languages:
Language 1 Common, Elven, Infernal, Celestial, Dwarven, Abyssal something Equipment:
Combat Gear Lamellar cuirass, rapier, daggers (2), silver unholy symbol (2), spell component pouch, tanglefoot bag, pocketed scarf, scroll case, bandolier, potions of CLW (2) Reduce Potion (1) Ant Haul (1), scrolls of CLW (4) Disguise Self (2) Other Gear MW concealable thieves' tools, writing tools, pocketbook (2) Coin 104GP, 5 SP -------------------- TRACKED RESOURCES -------------------- Tracked Resource 1 -------------------- Special Abilities -------------------- ROGUE Weapon & Armor proficiencies: simple weapons, hand crossbow, rapier, sap, short sword, and shortbow. Light armor, medium armor, and shields. -Finesse Training: gain the Weapon Finesse feat -Sneak Attack: +1D6 -Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps. -Evasion: when you succeed at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. -Rogue Talent: Fast Stealth (can move at full speed without penalties) -Danger Sense +1 a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. -Weapon Finesse (Light Blades gain +DEX to damage when using light blades. CLERIC -Channel Energy (Su): a 30ft burst that affects all creatures of one type: undead or living. The amount of damage dealt or healed is equal to 2d6 points of damage plus 2d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. TRICKERY DOMAIN -Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills. -Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop. FIRE DOMAIN -Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only). HALF-ELF -Low-Light Vision: can see twice as far as humans in conditions of dim light. -Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. -Elf Blood: Half-elves count as both elves and humans for any effect related to race. -Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects. -Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. -Multitalented: Half-elves choose two favored classes (cleric & rogue) at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes. Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). DEVILBOUND
General description: politically-active lesser nobleman, born into privilege, a conniving snake, would-be mastermind/overlord.
Background: born into privilege, young Broach saw how his family’s wealth and fortune dwindled thanks to his parents’ zealous adherence to the tenets of Mitra’s faith. Their willingness to sacrifice what ought to be his birthright filled the young man with a sense of dread and disgust. This inadvertently steered him onto a most infernal path. It started with young Broach opting out of a military career and instead wanting to study law. The idea of serving the church of Mitra made Broach gag, and the hope he might find a way to wrest away his family’s wealth through the use of law filled him with (un)holy fire. Like most plans born in the mind of a boy, little did Broach know that there was no miracle cure for his plight. Then came the whispers. Late at night, as the young adolescent plowed through tomes and ancient volumes on law by candlelight, dark sinful thoughts wisped through his head. Over time, these whispers guided him to tomes that were kept behind locks and wards, but somehow - perhaps by Divine providence - Broach managed to get a hold of them. In these books, young Broach found infernal wisdom and unholy knowledge accredited to Asmodeus that clashed with everything Mitra teaches and stands for. This wisdom and knowledge acquired through the application of guile, lies, deception, and trickery formed a lesson that did not escape him, but the fact that someone was on to his crimes did escape him. Upon enacting one of the unholy rituals from these tomes, a ritual that would grant the pledger power and might in return for soul service, Broach was stopped. Caught in the act of blasphemy, the young man was wisped away in the middle of the night, never to be heard from again. |