Member of the Esoteric Order of the Palatine Eye

Girolamo Savonarola's page

37 posts. Alias of Luke_Parry.


Full Name

Girolamo Savonarola

Race

Half-Elf

Classes/Levels

Ex-Cleric (Channeler of the Unknown) 1 / Rogue (Sylvan Trickster) 4 (HP 50/50) (AC 19/15/14) (CMD 16) (Fort +5, Ref +9, Will +5) (Init +9) (Perception +17)

Gender

Male

Size

Medium (5'8")

Age

115

Alignment

Lawful Neutral

Deity

Aroden?

Languages

Common, Elven, Sylvan, Azlanti, Infernal, Abyssal, Celestial, Draconic, Dwarven, Giant, Polyglot, Tien, Varisian

Strength 8
Dexterity 20
Constitution 14
Intelligence 20
Wisdom 14
Charisma 10

About Girolamo Savonarola

Initiative: +9 [+5 Dex + 4 Feat]
Senses: Low Light Vision, Perception +17
Speed: 30 ft

AC: 19 (10 + 4 (Mithral Chain Shirt) + 5 Dex)
Touch: 15 (10 + 5 Dex)
Flat-footed: 14 (10 + 4 (Mithral Chain Shirt))

Hit Points: 50/50

Fort: +5 Ref: +9 Will: +5

Combat:

Base Atk: +3; CMB: +2; CMD: 16

Melee
+1 Alchemical Silver Elven Branched Spear: +9 to hit; Dmg 1d8+5; crit 20/x3; Type P

Skills:

Skill Points per level:
Cleric: 2 (Class) + 5 (Intelligence) + 2 (Background) + 1 (FC)
Rogue: 8 (Class) + 5 (Intelligence) + 2 (Background)
Acrobatics +13 (+5 Dex + 5 ranks + 3 class skill)
Appraise +9 (+5 Int + 1 rank + 3 class skill)
Bluff +0
Climb -1
Craft(Alchemy) +13 (+5 Int + 5 ranks + 3 class skill)
Diplomacy +0
Disable Device +15 (+5 Dex + 5 ranks + 3 class skill + 2 MW Thieves' Tools)
Disguise +0
Escape Artist +5
Heal +2
Intimidate +0
Knowledge(Arcana) +12 (+5 Int + 4 ranks + 3 class skill)
Knowledge(History) +12 (+5 Int + 4 ranks + 3 class skill)
Knowledge(Local) +12 (+5 Int + 4 ranks + 3 class skill)
Knowledge(Nature) +12 (+5 Int + 4 ranks + 3 class skill)
Knowledge(Nobility) +12 (+5 Int + 4 ranks + 3 class skill)
Knowledge(Planes) +12 (+5 Int + 4 ranks + 3 class skill)
Knowledge(Religion) +13 (+5 Int + 5 ranks + 3 class skill)
Linguistics +16 (+5 Int + 5 ranks + 3 class skill + 3 skill focus)
Perception +17 (+2 Wis + 5 ranks + 3 class skill + 2 Racial + Spectacles of the Eagle)
Perform(Any) +0
Ride +5
Sense Motive +10 (+2 Wis + 5 ranks + 3 class skill)
Spellcraft +13 (+5 Int + 5 ranks + 3 class skill)
Stealth +13 (+5 Dex + 5 ranks + 3 class skill)
Survival +0
Swim -2

Trait:

Feats:

1st: Orator
1st (Racial Bonus): Skill Focus: Linguistics
1st (Ex-Cleric Bonus): EWP: Elven Branch Spear
1st (Campaign Bonus): Improved Initiative
2nd (Rogue Bonus): Weapon Finesse
3rd: Phalanx Fighter
5th: Extra Rogue Talent

Racial Features:
Elven Immunities:
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Adaptability:
Half-elves receive Skill Focus as a bonus feat at 1st level.

Keen Senses:
Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision:
Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood:
Half-elves count as both elves and humans for any effect related to race.

Multitalented:
Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Favored Class Bonus: +4/6 of a Rogue Talent; +1 skill point.

Class Features:
Sneak Attack (+2d6):
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Finesse Training (Ex):
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion (Ex):
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Danger Sense (Ex):
At 3rd level, a rogue gains 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. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Debilitating Injury (Ex):
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Wild Empathy (Ex):
A sylvan trickster can improve an animal’s attitude. This ability functions as the druid ability of the same name, using the sylvan trickster’s rogue level as her effective druid level.
This replaces trapfinding.

Fey Tricks:
A sylvan trickster can select a witch hex in place of a rogue talent. At 10th level, the sylvan trickster can select a hex or major hex in place of a rogue talent. At 18th level, a sylvan trickster can select a hex, major hex, or grand hex in place of a rogue talent. She cannot select any hex more than once.
This alters rogue talents.

Resist Nature’s Lure (Ex):
At 4th level, a sylvan trickster gains resist nature’s lure as the druid ability of the same name.
This replaces uncanny dodge.

Weapon and Armor Proficiency:
A channeler of the unknown loses proficiency with her deity’s favored weapon. She instead gains proficiency with one martial or exotic weapon, chosen when she first takes this archetype, which thereafter effectively functions as her holy or unholy symbol for the purposes of class abilities and spellcasting. The weapon chosen cannot be one associated with her former deity. Once she makes this choice, she can’t later change it.
This alters the cleric’s weapon and armor proficiency.

Spells:
A channeler of the unknown has one fewer spell slot per spell level in which she can prepare spells than normal. She is no longer restricted by alignment descriptors, and she gains access to all spells on the cleric spell list, even spells her alignment would normally prohibit.
This alters the cleric’s spells.

Unknown Aura (Su):
A channeler of the unknown never radiates an alignment aura, as if under the effect of a permanent undetectable alignment spell.
This replaces the cleric’s aura.

Channel Entropy (Su):
A channeler of the unknown can channel entropy as a cleric channels negative or positive energy, releasing a wave of twisting void that harms creatures in the area of effect. The amount of damage dealt is equal to that an evil cleric of her level would deal by channeling negative energy, except it affects living, unliving, and undead creatures alike. This functions in all other ways as a cleric’s channel energy class feature, including benefiting from feats that affect channel energy (such as Selective Channeling).
This alters channel energy.

Power of the Unknown:
A channeler of the unknown has lost the benefit of the domains granted by her deity, but the unknown entity that answers her supplications instead grants her the benefits of one domain from the following list: Darkness, Destruction, Luck, Madness, or Void. Instead of a single domain spell slot, the channeler of the unknown gains two domain spell slots per spell level she can cast. A channeler of the unknown cannot select a subdomain in place of the domain available to her.
This alters the cleric’s domains.

Spontaneous Casting:
Instead of converting prepared spells into cure or inflict spells, a channeler of the unknown can channel stored spell energy into her domain spells. She can lose a prepared spell, including a domain spell, to spontaneously cast a domain spell of the same spell level or lower.
This alters spontaneous casting.

Bit of Luck (Sp):
You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (5/day).

Hexes:
Evil Eye(Su):
The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see.

Effect: The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.

This is a mind-affecting effect. At 8th level the penalty increases to –4.

Slumber (Su):
Effect: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level.

This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Cackle (Su):
Effect: A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Spells:
Orisons: Guidance, Read Magic, Stabilize
1st level (0+1+2): CLW, True Strike (0/2 used)

Equipment:

Ioun Torch (75)
Explorer's Outfit
Belt of Incredible Dexterity +2 (4000)
Mithral Chain Shirt (1100)
Spectacles of the Eagle (2500)
Blackened Adamantine Holy Symbol (100)
+1 Alchemical Silver Elven Branched Spear (2500) + Locked Gauntlet (8)
Dagger (2)
Waterskin (1)
Spring-Loaded Wrist Sheath #1: (5)
-
Spring-Loaded Wrist Sheath #2: (5)
-

MW Backpack: (50)
Grappling Hook (1)
50' Silk Rope (10)
Bedroll (0.1)
Spell Component Pouch x2 (10)

Belt Pouch: (1)
Flint and Steel (1)
Whetstone (0.02)
Chalk [x3] (0.03)
Smelling Salts (25)
MW Thieves' Tools (100)

Coins: 5gp, 8sp, 5cp