About Ina Shelton
With hair and feathers just starting to change from a pale brown to silver, Ina is small at 5’6” and 126 pounds. She moves lightly, trying carefully to disguise the creaks and groans of her 220 years of age. Her eyes are always moving about quickly, taking in everything, and her fingers are usually ink-stained. A tendency towards simple, practical clothing with no valuable jewelry completes the appearance of a somewhat harried academic.
Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.
Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
Female Middle Aged Winged elf monk (master of many styles) 3/paladin (hospitaler) 2/champion of irori 2//cleric (evangelist) 7
LG Medium humanoid (elf)
Init +5; Senses Perception +17; low-light vision
AC 22, touch 22, flat-footed 21 (+5 Dex, +1 dodge, +1 monk, +5 Wis)
AC (Defensive) 26, touch 26, flat-footed 22 (+5 Dex, +4 dodge, +1 monk, +5 Wis)
AC (Defensive & Smiting) 30, touch 30, flat-footed 26 (+5 Dex, +4 deflection, +4 dodge, +1 monk, +5 Wis)
AC (Defensive & Smiting w/ mage armor and shield) 38, touch 30, flat-footed 34 (+4 armor, +5 Dex, +4 deflection, +4 dodge, +1 monk, +4 shield, +5 Wis)
hp 46 (3d8+4d10+7)
Fort +12, Ref +13, Will +16; +4 vs. enchantments
Defensive Abilities evasion
Speed 40 ft., fly 50 ft. (average)
Melee Unarmed Strike +12/+7 (1d8+6/x2) or
+Mwk spear +7/+2 (1d8+1)
Melee (Defensive) Unarmed Strike +10/+5 (1d8+6/x2) or
+Mwk spear +5/+0 (1d8+1)
Melee (Defensive w/ Inspire Courage) Unarmed Strike +12/+7 (1d8+8/x2) or
+Mwk spear +7/+2 (1d8+3)
Melee (Defensive & Smiting w/ Inspire Courage) Unarmed Strike +16/+11 (1d8+12/x2) or
+Mwk spear +11/+6 (1d8+6)
Ranged Mwk Longbow +11 (1d8)
Special Attacks channel positive energy 7/day (DC16, 3d6), fighting defensively (-2 attack, +3 AC), smite chaos 1/day (+4 attack and AC, +4 damage), sermonic performance 13 rounds/day (move action; countersong, fascinate, inspire courage +2), smite evil 2/day (+4 attack and AC, +4 damage), stunning fist (5/day, DC20)
Cleric Spells Prepared (CL 7th; concentration +12)
4th—blessing of fervor, freedom of movement, order’s wrath D
3rd—communal resist energy, greater stunning barrier, magic circle against chaos D, prayer
2nd—align weapon (law only) D, communal protection from evil, lesser restoration, shield other, silence
1st—air bubble, bless, endure elements, protection from chaos D, liberating command, shield of faith, unbreakable heart
0 (at will)—detect magic, guidance, light, mending
D Domain spell; Domains Law
Champion of Irori Spell-Like Abilities (CL 2nd; concentration +6)
At will—detect chaos
Cleric Spell-Like Abilities (CL 7th; concentration +12)
8/day—touch of law
Paladin Spell-Like Abilities (CL 2nd; concentration +6)
At will—detect evil
Str 10, Dex 20, Con 12, Int 16, Wis 21, Cha 18
Base Atk +6; CMB +7; CMD 28
Feats Crane Style, Dodge, Flagbearer, Improved Unarmed Strike, Mantis Style, Selective Channel, Weapon Finesse
Traits Dangerously Curious, Honored Fist of the Society
Skills Acrobatics +10, Diplomacy +11, Escape Artist +11, Fly+13, Intimidate +8,Knowledge (arcana, dungeoneering, nature, planes) +9, Knowledge (engineering, geography, local, nobility) +8, Knowledge (history, religion) +12, Linguistics +9, Perception +17, Perform (oratory) +10, Sense Motive +9 (+4 in well lit areas), Spellcraft +8, Use Magic Device +13 Racial Bonuses Fly+2, Perception +2 (+4 in well lit areas)
Languages Common, Elven, Celestial, Orc, Draconic, Dwarven
SQ aura, code of conduct, fast movement, fuse style, ki pool (11 points [monk], 7 points [champion of irori]), lay on hands (2d6,6/day), maneuver training, martial artist, pursuit of knowledge, spontaneous casting, vow of cleanliness, vow of peace, vow of truth
Combat Gear caltrops, dagger, everburning torch, holy symbol of Irori (wooden), holy water, flask of oil, masterwork longbow, masterwork spear, wand of cure light wounds, wand of mage armor, wand of shield Other Gear amulet of mighty fists (agile), bedroll, bell, bronze gong channel focus, 10 candles, canvas, 10 pieces of chalk, clay mug, 2 fishhooks, flint & steel, ink (1 oz. vial), handy haversack, inkpen, 10 journals, 3 meditation crystals mirror, paper (10 pages), parchment (50 pages), ring of ki mastery, 4 sacks (empty), 2 scroll cases, 2 sewing needles, signal whistle, silk rope (50 ft.), smokestick, spell component pouch, string (50 ft.), sunrod, thunderstone, 10 tindertwigs, 5 trail rations, 10 vials (empty), 204g,3s,8c
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.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 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.
Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Detect Chaos (Sp): This ability functions like a paladin’s detect evil ability, but detects chaos instead of evil.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Fuse Style (Ex): At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.
At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as a swift action.
At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool.
This ability replaces flurry of blows.
Ki Pool (Su): At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level. At 7th level, his unarmed attacks are also treated as cold iron and silver weapons for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Ki Pool (Su): At 2nd level, a champion of Irori gains a ki pool equal to 1/2 his class level + his Wisdom modifier; this functions like the monk ability of the same name, and levels in this class stack with levels in other classes that grant a ki pool. In addition to the normal uses of this ki pool, a champion of Irori may expend 2 ki points to trigger either his lay on hands ability (if he has it) or his smite evil ability. His class levels stack with paladin levels when determining the effect of such abilities.
Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Martial Artist (Ex): The class levels of a champion of Irori stack with monk levels for determining the effect of his AC bonus, flurry of blows, stunning fist, and unarmed strike class features.
Public Speaker: An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (minimum 0).
Pursuit of Knowledge (Ex): At 2nd level, a champion of Irori adds 1/2 his class level on all Knowledge checks and can make Knowledge skill checks untrained.
Sermonic Performance: An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist’s performance skill. However, an evangelist gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level. Sermonic performance replaces the 1st-, 9th-, and 15th-level channel energy abilities. This caps the cleric’s channel energy damage at 7d6 points.
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Smite Chaos (Su): At 1st level, a champion of Irori gains an additional use of his paladin’s smite evil ability. In addition, he can choose to use his smite evil ability to smite chaos instead, affecting chaotic-aligned creatures and dealing 2 points of damage per class level on the first successful attack against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey. Levels in this class stack with paladin levels for the purpose of determining how much damage a paladin of Irori deals to targets of his smite. A champion of Irori cannot have both a smite evil and smite chaos effect active at the same time; using one while the other is active immediately ends the older effect. At 8th level, a champion of Irori gains an additional use of his smite evil ability.
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Spontaneous Casting: An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:
Spell Level Spontaneous Spell
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Vow of Cleanliness: A monk undertaking this vow must wash daily. He must change into fresh clothes daily or shortly after his robes become dirty. His appearance must be kept immaculate, including either neatly braiding or shaving off his hair (and, for male monks, maintaining a clean-shaven face). His vow forbids him from willingly touching the filthy, diseased, dead, or undead (though he may attempt to cleanse or heal those suffering from disease), though using manufactured weapons to attack these creatures is allowed. A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1).
Vow of Peace: The monk must strive to attain peace and may only use violence as a last resort. He can never strike the first blow in combat. If attacked, he must use the fight defensively action or the total defense action for the first 2 rounds. He must always give his opponent the option to surrender, and cannot purposely slay another creature that could reasonably be influenced to flee or join a civilized society as a productive member (obviously this excludes many monsters). Many monks who have taken this vow learn how to grapple and pin opponents, tying them with specialized knots that allow them to work themselves free after sufficient effort. Many monks of peace are vegetarians. A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1).
Vow of Truth: The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm to another, the monk remains silent. Many monks of this vow also take a vow of silence to show their commitment. A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1).
Feats and Traits:
Crane Style: You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Flagbearer: As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).
Improved Unarmed Strike: 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.
Mantis Style: You gain one additional Stunning Fist attempt per day. While using this style, you gain a +2 bonus to the DC of effects you deliver with your Stunning Fist.
Selective Channel: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Weapon Finesse: With a light weapon, 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.
Honored Fist of the Society: You have studied dozens of ancient texts on martial arts that only the Society possesses, and are more learned in these arts than most. You increase your ki pool by 1 point.
Breaking down the build:
Stronger defensively than offensively, and with decent support abilities, she prefers to stay towards the front line in combat to support anyone engaging in an offensive role.
She typically fights defensively, boosting her survivability while using Inspire Courage and Flagbearer to improve the effectiveness of those around her. When pressed, she will use channel energy and lay on hands to provide support healing, and smite chaos and smite evil to act as a backup offensive line.
Her abundance of ki points, as well as her ability to turn ki points into extra attacks, extra AC, or uses of lay on hands, smite evil or smite chaos allows her the versatility to fill more of an offensive or healing role, as the party finds necessary. If necessary, she can use her bronze gong channel focus or meditation crystals to convert extra channels into ki points, allowing her the opportunity to use them for other purposes.
In any given role, she does not burst exceptionally well, dealing neither particularly large amounts of damage or healing. She is however, consistent, contributing in many areas, and durable enough to do this for a long period of time.
Intention while leveling:
Beyond what is already possessed, this character requires very little equipment, and in fact, can wear very little equipment without losing class abilities. The only items which would be sought after strongly as the character levels would be Banner of the Ancient Kings (to improve buffing), Bracers of the Merciful Knight (to improve lay on hands healing), and Phylactery of Positive Channeling (to improve channel energy healing).