![]() About Mareta Silanus. . . . . . Female Human 6
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Alignment: CG
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Strength: 10 (+0)
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Base Attack Bonus: +4 (0.75 Monk + 0.75 Investigator + 3 Oracle) Starknife (Thrown)
Unarmed Strike
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HD: 51 (1d8 Investigator + 1d8 Monk + 4d8 Oracle + 3 Con/Level) AC: 18 (10 + 4 Dex + 3 Wis + 1 Feat +1 Natural)
CMB: 4 (+4 BAB +0 Str)
Saves:
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Oracle: 11 / Level (4 Base + 3 Int + 2 Background + 1 Human + 1 Favored)
Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Heal, Intimidate, Knowledge (All), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Swim, Use Magic Device. Non-Class Skills: Fly, Handle Animal, Survival -----------------------
Feat Tax: Gain Weapon Finesse, Power Attack, Deadly Aim, Fight Defensively, and Combat Expertise. (Elephant in the Room) Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. (Human Bonus Feat) 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. (Level 1 Feat) Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. (Monk 1 Bonus Feat) Quick Draw: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). (Monk 1 Bonus Feat) 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. (Monk 1 Bonus Feat) Mobility: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. (Level 3 Feat) Extra Revelation: You gain one additional revelation. You must meet all of the prerequisites for this revelation. (Level 5 Feat) -----------------------
+Campaign Trait
Fate’s Favored (Faith): Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. -----------------------
Proficiencies: Simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, sword cane, handaxe, kama, nunchaku, sai, siangham, and temple sword. And all thrown weapons. Proficient with light armor, medium armor, and shields (but not tower shields) but wearing armor or a shield causes the monk to lose his AC bonus and furry of blows. -----------------------
Flurry of Blows: A far strike monk can make a flurry of blows as a full-attack action as long as he’s attacking with thrown weapons. He can’t make a flurry of blows with his unarmed attacks or any other weapons. A far strike monk’s flurry of blows otherwise functions as the standard monk class feature. A far strike monk can’t use Rapid Shot when making a flurry of blows with a thrown weapon. Bonus Feats: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. It must be chosen from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything, Far Shot, Point-Blank Shot, Precise Shot, and any targeting feat. Fast Thrower: At 1st level, a far strike monk gains Quick Draw as a bonus feat, even if he doesn’t meet the prerequisites. AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. 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. Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. -----------------------
Clouded Vision (Curse): Your eyes are obscured, making it difficult for you to see. You cannot see beyond 60 feet, but have darkvision. Pei-Zin Practitioner: Like other masters of the art, divine herbalists can use the Profession (herbalist) skill in place of Craft (alchemy) to create alchemical remedies with recipes that include certain plant-derived reagents. Master Herbalist: A pei-zin practitioner has mastered countless alchemical techniques that supplement her divine powers and greatly aid her when she heals the sick and wounded. She gains a competence bonus on Profession (herbalist) checks equal to 1/2 her oracle level (minimum 1), and uses her Charisma modifier in place of her Wisdom modifier when attempting Profession (herbalist) checks. Additionally, a divine herbalist can identify potions as if via detect magic using Profession (herbalist) instead of Spellcraft, and she can attempt such a check after holding a potion for 1 round. -----------------------
Healer’s Way (6/Day, 2d6): A pei-zin practitioner combines alchemy, acupuncture, and divine magic to heal wounds by touch. She can use this ability a number of times per day equal to 1 + her Charisma modifier. With one use of this ability, she uses positive energy to heal the target of 1d6 hit points for every 2 oracle levels she has. Using this ability is a standard action unless the oracle targets herself, in which case it is a swift action. Using this ability requires only one free hand. This ability counts as a paladin’s lay on hands ability for the purposes of feats, spells, and effects that work with that class feature when it is used for healing purposes. Unlike lay on hands, this ability cannot be used to harm undead. Life Link: As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action). Channel (6/Day, 2d6): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier. -----------------------
Spontaneous Casting, CHA-based. DC is 10 + Spell Level + CHA Modifier. You also get all Cure spells for free, and bonus spells from your Mystery (Life). 0-Level Spells (X / Day)
1st-Level Spells (7 / Day)
2nd-Level Spells (6 / Day)
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Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps. Inspiration (3 / Day): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action. Sleuth’s Luck (5 / Day): At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier. Her luck goes up or down throughout the day, but cannot go higher than her Charisma modifier. Luck is spent to accomplish deeds, and is regained by rolling a Natural 20 on a Knowledge or Sense Motive check, or rolling a 6 on an Inspiration roll. These checks need to be for more than mundane reasons. Deeds: Sleuths spend luck points to accomplish deeds. Most deeds grant a sleuth some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as a sleuth has at least 1 luck point. At 1st level, a sleuth gains the following deeds.
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Light Load: 14 lbs / 33 lbs
Blinkback Belt
Cloak of Resistance
MW Cold Iron Starknife
MW Alchemical Silver Starknife
Amulet of Natural Armor
Minor Bag of Holding
Spell Component Pouch
Holy Symbol Tattoo
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Mareta has for many years been a Roadwarden. Making her way across the plains from her original home of Varisia, she seeks to explore, ensure safe roads for traveler, and spread Desna's message where it's lacking. After a short stint in Restov, they requested she move on towards Greenwatch to investigate the lack of communication from Varnhold. Always one to respond to those in need, Mareta stocks up on supplies and promptly heads off. Description Marketa has red hair, and wears simple white/tan robes and a patched silk purple cloak that looks to have been in her family for generations. She travels simply, carrying only a single small bag, and a couple of starknives attacked to her belt. Gestalt Plans Warpriest. Gives Weapon Focus with Starknives, plus I can swap out the Blessing for Divine Fighting Technique, and I’d also get scaling Starknife damage. Other side is currently intended to be Oracle, but doubling up on the Divine spells may be silly and push me over towards Paladin. Either way, only one side of the Gestalt will have multiclassing. Party Role Support! She has a few decent knowledges and can disarm traps. She can buff and do a solid amount of healing. She can also do decent damage and take damage off of others. The idea is for her to be mid-range, hurl starknives, and heal the frontliners. |