Fey Friend

Lupe Fiasco's page

534 posts. Alias of Grandlounge.


Race

AC:23 T:14 F:19| HP 41/41 | CMD:17 | F:+7 R:+4 W:+8 | Init:+2 | Perc: +10, |Notes

Classes/Levels

Wolf AC:22 T:13 F:19| HP 40/40 | CMD:19 | F:+6 R:+7 W:+1 | Init:+2 | Perc: +7, |

About Lupe Fiasco

Male Skinwalker (Small) Cleric 5
NG Medium humanoid (shapechanger, skinwalker)

Init +2 (Dex)
Senses: Low-Light Vision, Perception +10

DEFENSE

AC 23, touch 13, flat-footed 18 (+2 Dex, +1 size, +1 dodge, +2 nat, +4 armor, +3 shield)
HP 49 5d8+6 (8+8+6+7+5+Con+FCB)
SAVES (Base Save + Ability + Resistance)
Fort +6 (4+2+1), Ref +3 (1+2+1) Will +7 (4+3+1)

OFFENSE - A(+ BAB + Ability + Size + Weapon), D(+ Ability + Weapon)
[dice=Scimitar Attack (S) 19-20] 1d20+3+3+1[/dice] 
[dice=Damage]1d6+3+1[/dice]
[dice=Longspear (P) x3] 1d20+3+3+1[/dice] 
[dice=Damage]1d6+4[/dice]
[dice=Morning Star (BP/CI)] 1d20+3+3+1+1[/dice] 
[dice=Damage]1d6+3[/dice]

Speed 30 ft.
Special Attacks Fascinate
Spell-Like Abilities: magic fang (1/day)

Cleric Spells Prepared (CL 1st, concentration +3, Save DC = 10+3 WIS+ Spell LVL):
3st 2/2 (DC:16) — align weapon (communal), invisibility purge
2st 3/3 (DC:15) — Instant Weapon, Lesser Restoration, CMW
1st 4/4 (DC:14) — bless, divine favor, magic weapon, CLW
0 (at will) 3/3 (DC:13)—detect magic, create water, guidance, detect poison

1st—magic fang, 2nd—hold animal, 3rd—beast shape I (animals only)

Channel 2d6 x 4

STATISTICS (PB(level) + Race + Item + Other):
Str 14 (1)+2, Dex 14, Con 14, Int 8-2, Wis 14+2, Cha 12

Base: Atk +3
CMB +4 (3 BAB + 3 Str -1 Size)
CMD 17 (3 BAB + 3 Str + 2 Dex -1 size)

Feats: Light Armor Proficiency, Power Attack, Boon Companion, Bless Equipment

Trained Skills (1-Ability + 2-Rank + 3-CS + 4-ACP + 5-Race/Size):

Diplomacy +10 (2+5+3+0+0), Diplomacy (Wild Empathy) +12 (2+5+3+0+2), Handle Animal +2 (+2 training harness, +4 Wolf), Perception +10 (3+5+0+0+2), Ride +2 (+2 circumstance MWT), Sense Motive +9 (3+4+3+0+0), Stealth +6 (2+1-1+4)

Skill Rolls:

[dice=Diplomacy] 1d20+ 2+3+3+0+0[/dice](1-Ability, 2-Rank, 3-CS, 4-ACP, 5-Race/Size)
[dice=Perception] 1d20+ 3+4+0+0+2+2[/dice] (1-Ability, 2-Rank, 3-CS, 4-ACP, 5-Race/Size, 6-Alertness)
[dice=Sense Motive] 1d20+3+3+3+0+0[/dice] (1-Ability, 2-Rank, 3-CS, 4-ACP, 5-Race/Size)

Untrained Skills (Ability - ACP):

Acrobatics 0 (2-2) Appraise -2, Bluff +1, Climb +1 (3-2), Craft (Untrained) -2, Disguise +1, Escape Artist +0, Fly +0, Heal +2, Intimidate +1, Perform (Untrained) +1, Survival +3, Swim +1 (3-2),

Languages: Common

Archetype: Evangelist

SQ Ability Modifiers, Animal-Minded, Aura, Bardic Performance, Change Shape, Countersong, Inspire Courage, Languages, Low-Light Vision, Low-Light Vision, Medium, Mount, Normal Speed, Orisons, Public Speaker, Sermonic Performance, Single-Minded, Spell-Like Ability, Spontaneous Casting,
Possessions

Items:
Item QTY Weight
Sword, Bastard 1 6lbs
Lamellar (Leather) (Small) 1 12lbs
Reign Ride Masterwork Tool 1 1lbs Special: (Masterwork Tool)
Longspear (Small) 1 4lbs Special: brace, reach
Morningstar (Cold Iron) 1 6lbs Special: cold iron
Morningstar (Silver) 1 6lbs Special: Silve
Kunai (Small) 1 1lbs
Shield, Heavy Wooden (Small) 1 5lbs
Barding, Leather (Small) 1 7lbs
Bear Trap 1 10lbs
Book Lariat 1 0lbs Special: Attaches spellbook to wrist with 10 ft. cord
Bullet, Sling (Small) 10 3 2lbs
Bullet, Sling (medium) 10 4 21lb
Cleric's Kit 1 16lbs Special: This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, climbers kit, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (10 days), a waterskin, and a wooden holy symbol.
Tent 1 20lbs
Training Whip 1
Folding Pole 1
Grappling Hook 1 4lbs
Holy Text (Cheap) 1 1lbs Special: A small, light book with no illustrations, printed or written on thin paper, and with a cover made of canvas or thin leather.
Wire Bell Trap 2

Spoiler:
powder, rations, trail (small) (5), acid (3), alchemist's fire (3), antiplague (vial), antitoxin holy water (2); Other Gear masterwork chain shirt (small), masterwork barding (lamellar cuirass/small), sword, bastard, longspear (small), kunai (small), sling (small) 1 (medium) 3, shield, heavy wooden (small), masterwork morningstar (cold iron/small), masterwork morningstar (silver/small), cold iron spike gauntlet acid (3), oil of magic weapon, alchemist's fire (3), reign ride masterwork tool, Ioun touch (x2), bear trap, book lariat, bullet, sling (small) (10), caltrops, chalk, cleric's kit, grappling hook, common, holy text (cheap), piton (3), saddle, military, soap, tent training harness, traveler's outfit (small), weapon cord (2), whetstone, bell tripwire trap (2), ear plugs, cold iron bullet (small), silver bullet (small), specialty smoke pellet, smog (2), bullets, sling (10) (small), Bullet Sling (Small) 10 (3), Bullet Sling (medium) 10, Bullet Sling (Small CI & S) 10

Scrolls: Magic weapon 2, Remove fear, Align weapon

Scroll

Sling (Small) 0lbs.
Total weight carried: 51 lbs.
Current load: Light
Encumbrance
Light: 57
Medium: 115
Heavy: 172

SPECIAL ABILITIES:

Ability Modifiers: (+2 Str), +2 Wis, -2 Int

Animal-Minded Skinwalkers have a +2 racial bonus on Perception and wild empathy checks.

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).

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired.

✓Change Shape (Su)
A skinwalker can change shape into a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to Wisdom. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:
- 2 claw attacks that each deal 1d4 points of damage
- Darkvision to a range of 60 feet.
✓+1 racial bonus to natural armour.

The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. While in bestial form, a skinwalker takes a -4 penalty on Charisma and Charisma-based checks when interacting with humanoids that lack the shapechanger subtype.

A skinwalker can return to her humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to her humanoid form then use her shapechange ability again. A skinwalker can shapechange into bestial form 3 times per day.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your 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 your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Domains

Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 11) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue 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.

Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Finding Haleen (Cleric) You never knew your parents--perhaps they died when you were a child, or maybe you were taken from them and raised elsewhere as a slave. You owe your sanity and your life to a woman named Haleen.

Fur domain:

Replacement Power: The following granted power replaces the speak with animals power of the Animal domain.

Predator’s Grace (Su): You can, as a swift action, grant yourself a +10-foot bonus to your base speed for 1 round. This bonus increases by 5 feet for every 5 cleric levels you possess. In addition, you gain low-light vision for 1 round. If you already possess low-light vision, the range of your sight becomes three times that of a human in dim light for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 1st—magic fang, 3rd—beast shape I (animals only).

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your 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. 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.

Languages Skinwalkers all begin play speaking Common. Skinwalkers with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Low-Light Vision (Ex) In dim light, skinwalkers can see twice as far as humans.

Medium Skinwalkers are Medium creatures and have no bonuses or penalties due to their size.

Mount (Ex) This ability acts as the cavalier ability of the same name.

Normal Speed Skinwalkers have a base speed of 30 feet.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

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 2.

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.

Single-Minded An evangelist focuses her skills and learning on proclamation rather than the fine details of the church's deeper mysteries or martial training. Thus, she may select only one domain and does not gain medium armor proficiency or shield proficiency.

Spell-Like Ability Skinwalkers with a Wisdom score of 11 or higher can use magic fang once per day as a spell-like ability. The caster level for this ability is equal to the skinwalker's character 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 command (1st), enthrall (2nd), tongues (3rd), suggestion (4th), greater command (5th), geas/quest (6th), mass suggestion (7th), sympathy (8th) and demand (9th) as a spell of listed level by sacrificing a prepared spell of the same level or higher.

Feats:
Cunning: You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.

Combat Reflexes (Combat): You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Earth Elemental Cat
Male Companion WarCat, animal 4
None Medium animal
Init +3, Senses low-light vision; scent, Perception +7, tremoursense, Burrow
=================================================
DEFENSE
=================================================
AC 22, touch 13, flat-footed 19 (+3 Dex, +3 armour, +6 natural, ), DR 2,
hp 40 ((8+8+5+7)+ con 10)
Fort +6, Ref +7, Will +1

=================================================
OFFENSE
=================================================
Speed 40 ft.
Melee bite +6 (1d6+3)
Melee claw +6/+6 (1d4+3)
Special Attacks Rake,

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 16, Dex 16, Con 14, Int 3, Wis 11, Cha 7,
Base Atk +3; CMB +6; CMD 19 (23 vs trip)
Feats Bodyguard, Combat Reflexes, In Harm's Way
Skills Perception +7,
SQ ability score increase, ac bonus, bonus tricks 2, evasion, link, low-light vision, scent, share spells, stat bonus,
Combat Gear
Other Gear bite, claw, -200 gp
=================================================

SPECIAL ABILITIES:

=================================================
Add Normal Feat For Companions with Intelligence of 3+, you may select any regular feat (Will open the Normal Feats).

Ability Score Increase (Ex) The animal companion adds +1 to one of its ability scores.

AC Bonus 2

Animal Companion

Bonus Tricks 2

Combat Reflexes You may make 3 additional attacks of opportunity per round. With this feat, you may also make attacks of opportunity while flat-footed.

EarthAn earth companion gains DR 2/adamantine, and this damage reduction increases by 1 for every 4 druid levels the master has.

Intelligence

Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Mod Bonus Tricks

Quadruped (Claws) Available Magic Item Slots; armor, belt (saddle), chest, eyes, head, headband, neck, shoulders, wrist

Rake (Ex) You gain extra natural attacks under certain conditions, typically when you grapple foes. In addition to the options available to all grapplers, a monster with the rake ability gains two additional claw attacks that it can use only against a grappled foe. A monster with the rake ability must begin its turn already grappling to use its rake--it can't begin a grapple and rake in the same turn.

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Stat Bonus INT 1

Spoiler:
WOLF
Companion Wolf Animal
Medium companion
Init +2 (Dex); Senses Low-Light Vision, Perception +6, Scent,

DEFENSE

AC 21, touch 13, flat-footed 16 (+4 armor, +3 Dex, +4 natural)
hp 27 (8+8+5)+6(Con)
Saves (Base Save + Ability)
Fort +5 (+3+2), Ref +5 (+3+2), Will +2(+1+1)

OFFENSE A(BAB + Ability), D(Ability)

Speed 50 ft.
[dice=Bite (BSP)] 1d20+2+2[/dice] 
[dice=Damage]1d6+2[/dice]

Special Attacks Trip,

STATISTICS(Base)

Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6

Base Atk +2; 
CMB +4 (2 BAB + 2 Str)
CMD 17 (10 vs. trip) (2 BAB + 2 Str + 3 Dex)

Feats: Armor Proficiency, Light, Combat Reflexs, Alertness, Bodyguard

Skills:(1-Ability + 2-Rank + 3-CS + 4-ACP)
Perception +7 (+1+3+3+0) Alertness

Untrained Skills:(+ Ability + Racial.)
Acrobatics +2, Acrobatics (When Jumping) +10 (+2+8), Climb +1, Escape Artist +2, Fly +2, Intimidate -2, Stealth +2, Survival +1, Swim +1,

SQ: Low-Light Vision, Scent,
Possessions barding lamellar (leather); military saddle;

Shared Vigilance (Ex)
Both a bodyguard and its master gain Alertness as a bonus feat whenever they are adjacent.

This replaces share spells.

Tenacious Guardian (Ex)
At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0 hit points, the bodyguard loses 1 hit point per round but gains a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to its Constitution score plus its master’s class level.

Attack, Attack, Aid, Flank, Defend, Heel, Seek