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About Lem NevercotBackground:
Lem Nevercot's given name was Gruckalus, with no surname since slaves need none. He was born in Corentyn, the hereditary property of a sprawling extended family of halflings in service to the noble house Crispin. His people have been slaves to the Crispins since before the Thrune Ascendancy. Gruckalus always chafed under the rules of the house and suffered the masters' harsh punishments more often than any two of his cousins. Luckily for him, he was particularly blessed with a charming personality, a piercing insight, and quick fingers. This latter was especially prized by his owners since he became a valued dealer at his masters' frequent card games- faro being his particular specialty. Being in Corentyn was central to his eventual escape plan, as the city hosts dozens of non-Chelaxian flag ships at any given time. He planned escapes as a matter of course, but it wasn't until a particularly harsh beating that he ran away. Ironically given all his planning, he ended up on the first ship sailing and wound up on a ship bound for Corvosa. He had been palming coins at the tables for years and managed to build up a moderate purse, which he used to bribe a ship's quartermaster. He changed his name and his appearance on arriving but quickly lost his entire stake and found himself living on the streets. It was only through the intervention of the gods- one who apparently found his everyday schemes and desire for freedom endearing- that he has managed to stay alive all this time. While clever, he tends to jump first before thinking things through all the way, such as when he hopped on the first ship out of Corentyn or when he jumped in to help his soon-to-be best friend when he was being jumped by a trio of thugs in an alley. Things usually turn out for him, though, just as helping that young man helped him find a place to live in the tangle of overhanging and overlapping shanties that is the Shingles. It's that young man who Gaedren Lamm has consigned to death, Lem's best friend Matrim. Young Mat is accused of murdering a watchman who Lem suspects was killed by Gaedren Lamm's own people. He had been tracking down the fisherman who accidentally witnessed the real murder but then the fisherman turned up dead as well. Personality Traits:
Loves to eat (eats as much as a big human male), not a big drinker (gets drunk quickly) Hates slavery, will go out of his way to mess with slave owners or guards Loves to gamble; "wanna bet?" is a commonly used phrase Prefers dice to cards; favorite game is liar's dice since it combines dice with his gift of gab Bit of a packrat; "oh! I think I have something for that!" is a commonly used phrase Appearance:
3' tall (about as tall as a human 3 year old) Unkempt black hair Usually has a big grin on his face M CN Halfling Cleric, Level 1, Init +4, HP 9/9, Speed 40, Size Small
RACIAL TRAITS:
Ability Score Modifiers: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength. Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Type: Halflings are humanoids with the Halfling subtype. Base Speed Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages. Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces fearless. Source: PZO9456 Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed. [sWeapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.[/s] Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Halflings can take this trait in place of weapon familiarity. Source PZO9466 Fey Magic (2 RP): The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list (Urban terrain). The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. This trait replaces keen senses. Source: PZO9456 CLASS FEATURES
Travel Domain/Exploration Subdomain:
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. Granted Powers
Replacement Power: The following granted power replaces the agile feet power of the Travel domain. Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier. 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. Domain Spells: 1st— Replacement Domain Spells: 1st—expeditious retreat, 4th—locate creature, 9th—world wave. Trickery Domain:
You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills. Granted Powers
[/i]Master’s Illusion (Sp)[/i]: At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive. Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—invisibility (mass), 9th—time stop. TRAITS/FEATS
SKILLS:
Adventuring Skills [2 +1 Int +1 FC]/lvl Bluff +11 = 1 +4 Cha +3 CS +3 trait Diplomacy +8 = 1 +4 Cha +3 CS Disguise +8 = 1 +4 Cha +3 CS Intimidate +4/6= 0 +4 Cha +2 in dim light or darkness Perception +5/7 = 0 +3 Wis +2 race +2 in dim light or darkness Stealth +12/14 = 1 +4 Dex +3 CS +4 size +2 in dim light or darkness Background Skills 2/lvl
Languages
SPELLS
WEAPONS
ARMOR
GEAR:
Cleric's kit a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol 16gp 32 lbs Cards (Golem, Harrow/Towers) Dice (Bounder, craps, Century, liar's dice, Twentybone) Skiffs set Backpack
Belt pouch
Spell component pouch Wooden holy symbol Weight w/ backpack: 65
Light load: 33
MONEY
Notes for future gear
OLD SHEET:
Lem Nevercor's given name was Gruckalus, with no surname since slaves need none. He was born in Corentyn, the hereditary property of a sprawling extended family of halflings in service to the noble house Crispin. His people have been slaves to the Crispins since before the Thrune Ascendancy. Gruckalus always chafed under the rules of the house and suffered the masters' harsh punishments more often than any two of his cousins. Luckily for him, he was particularly blessed with a charming personality, a piercing insight, and quick fingers. This latter was especially prized by his owners since he became a valued dealer at his masters' frequent card games- faro being his particular specialty. His grandfather was the one who brought him into the secret brotherhood of the Reaper of Reputation, having noticed Gruckalus's precociousness and deciding that the young man needed to have a purpose or he would get himself killed. Unfortunately for his grandfather, Gruckalus had as much respect for Norgorber as he did for Asmodeus, and while he studied the canon and said all the right things, he never really believed and was never blessed with their god's divine blessings. Being in Corentyn was central to his eventual escape plan, as the city hosts dozens of non-Chelaxian flag ships at any given time. He planned escapes as a matter of course, but it wasn't until a particularly harsh beating that he ran away, stowing away on a ship bound for Andoran. He had been palming coins at the tables for years and managed to build up a moderate purse, which he used to bribe a ship's quartermaster. He changed his name and his appearance when his unfortunate vessel was taken by pirates even managing to convince the pirates that he was a cleric of Besmara, conjuring up divine magic for the first time in his life under the stress of grievous bodily harm and while working under a double false name. His current theory is that his name change and quick thinking under pressure convinced Norgorber that he was worthy of a place in his priesthood. Lem still doesn't quite revere his deity the way a cleric is expected to, but likes to think he makes his god proud through his daily actions. Lem drifted up through the River Kingdoms, eventually discovering that it isn't just slavery that he dislikes, it's settling in one place for too long. He found a place with a group who preys on too-wealthy or too-pious crusaders, but his conscience started bothering him for selling religious icons that weren't holy and magic items that didn't work. In Kenabres he found a huge number of targets at his disposal among the rigid and often hypocritical inquisitors and would-be paladins who would much rather be seen to be more pious than others rather than fighting the literal demons outside the walls. He gathers secrets and fights them in his own way, undoing plots and undermining those he thinks should be brought down a peg or three. While he hates slavery, he's not the type to go out of his way to free slaves or overthrow the institution. He's mostly happy he found a place so amenable to his preferred lifestyle, and if he ever thinks of his family back in Corentyn it's with a great deal of sadness, and if he's being honest with himself, not a little contempt that they accept the yolk so readily. Lem Nevercor
TRAINED SKILLS
UNTRAINED SKILLS
TRAITS/FEATS
SPELLS
DOMAINS
Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Travel/Exploration
Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier. Trickery
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. |