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About Lem LongbarrowI live in the suburbs of Chicago, IL in the U.S. My timezone is Central Standard Time. Barring extreme circumstances, I will be able to post every day. Description:
Name: Lem Longbarrow Chaotic Good Halfling Cleric of Desna (Evangelist)(Level 2) Age: 55 Height: 3’1” Weight: 34 lbs Eyes:Blue Hair:Blonde Languages: Common, Halfling, Varisian Favored Class: Cleric (+2 skill rank) Background--Chance Savior:
Professor Lorrimor stole a glance over his shoulder as he walked hurriedly through the small, rural town. The two men were no longer bothering to conceal their following of him through the streets. He clutched the books to his chest and increased his pace, hastening toward the lone tavern in town, queerly named “The Rotten Turnip”.
Curse that oaf Jarl, he thought, thinking of his absent bodyguard. An hour late, and the sole time I’ve needed him this entire journey. If he has half the skill at fighting as he does boasting and drinking, he could easily trounce these witless brutes pursuing me. Though his pursuers were gaining ground, the professor managed to reach the tavern before they could accost him. He heard the sounds of revelry as he reached toward the door, but a third man stepped from the shadows, brandishing a rough wooden club. Evenin’ “Professor”, the wide-shouldered man said in a derisive tone, Care to join us for a chat?. The professor had no choice but to obey and followed the man into the alley as his lackeys arrived.
Keep your hands where I can see them! he threatened, but his countenance changed when he saw the old man produce a coin.
You remind me of my grandfather, who was a sweet old man before he passed. So let me speak plainly—you are not welcome here. Stop digging around, or me and my friends here will take you into the woods and do some digging of our own. Do you understand? The professor considered him coolly as he fingered the magic token in his hand. I don’t have time for this, he thought. But if I summon my guards, things will get bloody, and then I’ll never get the answers I need from these people. Jarl will pay for this…. As Lorrimor opened his mouth to speak the command word, the door to “The Turnip” burst open, spilling its merriment into the cold night air.
The man with the club looked upon the Halfling with annoyance. Get lost, Lem. No one wants to hear any sermons today. Is that so, Hagen? Seems like you could stand to hear a few of my words. I saw Ellie and the kids today. There’s lots of work to be done at your house, and your children are hungry, but here you are threatening a guest in town. The man called Hagen ground his teeth. This is important! We don’t need his kind here, stirring up trouble. He gestured to his friends, who began moving around to flank the Halfling. Leave now, or we’ll shorten you down even more. The professor slowly backed away and considered his coin again, but saw that the Halfling was not the least bit afraid. His smile never changed as he spoke up loudly once more. Take care when you threaten me. Lady Luck herself always watches over us, from above. Might be you should take a look. Hagen and his stooges hesitated, and raised their gazes to the sky. A man stood at the 2nd floor window of the Turnip, crossbow loaded and leveled at Hagen’s heart. The professor relaxed and put the coin back in his pocket as Hagen dropped his club. Then Lem spoke again:
The men nodded agreement and stalked off, shoulders slumped, as the Halfling waved to the man in the window. The professor extended his hand in greeting. Thanks, friend. I’m Professor Petros Lorrimor. Perhaps you can help me. I’m looking for… I know where the book is, Professor. The name’s Lem Longbarrow, and I’m no stranger to these parts. I’ve been drinking with Jarl for the last two hours, and he told me all about you. Come on, let me show you the way. And you should be more careful. People around here don’t take kindly to strangers asking questions…
Statistics:
Str 8, Dex 16, Con 12, Int 13, Wis 16, Cha 17
Base Atk +1; CMB -1; CMD 12 Init +5, 30 ft move Starting Statistics--25 point buy:
Str 11 (1 points used,-1 for age, -2 halfling), Dex 15 (7 points used, -1 for age, +2 halfling), Con 13 (3 points used, -1 for age), Int 12 (2 points used, +1 for age), Wis 15 (7 points used, +1 for age), Cha 14 (5 points used, +1 for age, +2 halfling)
Defense:
AC 17, touch 14, flat-footed 14
HP 10/15 (1d8+ 1 con) Fort +5, Ref +4, Will +7 (+2 additional vs fear) Feats:
Harmonic Spell (Whenever you cast a spell while you are maintaining a bardic performance, you can maintain the bardic performance for that round without expending one of your rounds of performance for the day. In addition, you can switch from one bardic performance to another as a swift action when you cast a spell while maintaining a bardic performance.) Traits:
Chance Savior (+2 trait bonus to Initiative), Well-Informed (You gain a +1 trait bonus on Knowledge (local) checks and a +1 trait bonus on Diplomacy checks to gather information. Knowledge (local) is always a class skill for you.) Skills:
Acrobatics +4 (3 Dex, 2 racial, -1 AC), Climb +0 (-1 Str, +2 racial, -1 AC), Diplomacy +10 (2 ranks, 3 class skill, 3 Cha, 2 parade armor, 1 additional when gathering info), Intimidate +5 (3 Cha, 2 parade armor), Knowledge (Local) +7 (2 ranks, 3 class skill, 1 Int, 1 trait), Knowledge (Religion) +6 (2 ranks, 3 class skill, 1 Int), Perception + 5 (3 Wis, 2 racial), Perform (Oratory) +8 (2 ranks, 3 class skill, 3 Cha), Stealth +6 (3 Dex, 4 size, -1 AC) Racial Traits:
Fearless (Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.), Halfling Luck (+1 to all saves, included above), Keen Senses (+2 racial bonus on Perception skill checks.), Sure-Footed (Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.), Weapon Familiarity (Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.)
Class Features:
Weapon and Armor Proficiency (proficient with all simple weapons, light armor, and starknife), Aura, Channel Energy (not yet), Domain, Orisons, 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 spells listed in Table: Evangelist Spontaneous Spells by sacrificing a prepared spell of the noted level or above.
Spell Level Spontaneous Spell
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).), 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.) Sermonic Performance (9 rounds/day, all use Perform: Oratory):
Countersong (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 (oratory) 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 non-instantaneous 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 (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 the ability from working. For every three levels a 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 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 (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.)
Travel Domain:
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (6x/day). Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. Spells:
Spells Memorized Oth (DC 13): Resistance, Virtue, Stabilize, Guidance 1st (DC 14): Longstrider (Domain), Cure Light Wounds (Used), Cure Light Wounds (Used), Remove Fear Equipment:
See "Original Equipment" Plus: 1 Sunrod Scroll of Hide from Undead Scroll of Protection from Evil Scroll of Remove Fear Potion of Cure Light Wounds 2 Holy Water and Aspergillum (owe the church for 115gp plus cost of Aspergillum) Original Equipment and Encumbrance:
Light Load: 0 - 19.5 lbs Medium Load: 20.25 lbs - 39.75 lbs Heavy Load 40.5 lbs - 60 lbs Light Load /w Backpack: 0 - 22.5 lbs Medium Load: 23.25 lbs - 45 lbs
160 gp starting money Wearing:
Masterwork Backpack 1 lb 50 gp
Donkey and cart 23 gp
Remaining money: 2 gp 6 sp 9 cp
Dice:
Initiative [dice]1d20+5[/dice] Saves
Skill Checks Acrobatics [dice]1d20+4[/dice]
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