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About Girolamo SavonarolaInitiative: +9 [+5 Dex + 4 Feat]
AC: 19 (10 + 4 (Mithral Chain Shirt) + 5 Dex)
Hit Points: 50/50 Fort: +5 Ref: +9 Will: +5 Combat:
Base Atk: +3; CMB: +2; CMD: 16 Melee
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:
Keen Senses:
Low-Light Vision:
Elf Blood:
Multitalented:
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):
Evasion (Ex):
Danger Sense (Ex):
Debilitating Injury (Ex):
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):
Fey Tricks:
Resist Nature’s Lure (Ex):
Weapon and Armor Proficiency:
Spells:
Unknown Aura (Su):
Channel Entropy (Su):
Power of the Unknown:
Spontaneous Casting:
Bit of Luck (Sp):
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):
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):
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)
Belt Pouch: (1)
Coins: 5gp, 8sp, 5cp
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