About Lupe FiascoMale Skinwalker (Small) Cleric 5
Init +2 (Dex)
DEFENSE AC 23, touch 13, flat-footed 18 (+2 Dex, +1 size, +1 dodge, +2 nat, +4 armor, +3 shield)
OFFENSE - A(+ BAB + Ability + Size + Weapon), D(+ Ability + Weapon)
Speed 30 ft.
Cleric Spells Prepared (CL 1st, concentration +3, Save DC = 10+3 WIS+ Spell LVL):
1st—magic fang, 2nd—hold animal, 3rd—beast shape I (animals only) Channel 2d6 x 4 STATISTICS (PB(level) + Race + Item + Other):
Base: Atk +3
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,
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.
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)
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.
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:
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
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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)
OFFENSE A(BAB + Ability), D(Ability) Speed 50 ft.
Special Attacks Trip, STATISTICS(Base) Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6 Base Atk +2;
Feats: Armor Proficiency, Light, Combat Reflexs, Alertness, Bodyguard Skills:(1-Ability + 2-Rank + 3-CS + 4-ACP)
Untrained Skills:(+ Ability + Racial.)
SQ: Low-Light Vision, Scent,
Shared Vigilance (Ex)
This replaces share spells. Tenacious Guardian (Ex)
Attack, Attack, Aid, Flank, Defend, Heel, Seek |