Cleric(2) + INT+1 + FC = 7+FC + 2 (Background)
Brawler (4) +INT+1 = 9 +2 (Background)
ACP = 1 //Armour Check Penalty
Format: Total = ranks + stat + trained(?) +other(noted) -ACP
*Acrobatics: 9 = 3 + DEX Mod + 3 - ACP;
b*Appraise: 8 = 1 + INT Mod + 3;
*Bluff: 12 = 3 + CHA Mod + 3;
*Climb: 7 = 1 + STR Mod + 3 -ACP;
b*Craft: 4 = 0 + INT Mod + 0;
*Diplomacy: 12 = 3 + CHA Mod + 3;
Disable Device: 3 = 0 + DEX Mod + 0 -ACP;
#Disguise: 13,23 = 3 + CHA Mod + 3 +1(Trait) +10(Change Shape);
*Escape Artist: 3 = 0 + DEX Mod + 0 -ACP;
Fly: 3 = 0 + DEX Mod + 0 -ACP;
*Handle Animal: 6 = 0 + CHA Mod + 0;
*Heal: 3 = 0 + WIS Mod + 0;
Intimidate: 6 = 0 + CHA Mod + 0;
*Know(Arcana): NA = NA + INT Mod + 0;
*Know(Dungeon): NA = NA + INT Mod + 0;
*Know(Local): 7 = 1 + INT Mod + 3;
Know(Nature): NA = NA + INT Mod + 0;
*Know(Planes): NA = NA + INT Mod + 0;
*Know(Religion): 7 = 1 + INT Mod + 3;
bKnow(Engineer): NA = NA + INT Mod + 0;
bKnow(Geography): NA = NA + INT Mod + 0;
b*Know(History): NA = NA + INT Mod + 0;
b*Know(Nobles): NA = NA + INT Mod + 0;
b*Linguistics: 9 = 1 + INT Mod + 3 +2(TS);
*Perception: 9 = 3 + WIS MOD + 3;
bPerform (Dance): 6 = 0 + CHA Mod + 0;
bPerform (Sing): 10 = 1 + CHA Mod + 3;
b*Prof (Farmer): 3 = 0 + WIS Mod + 0;
b*Prof (Barmaid): 3 = 3 + WIS Mod + 3;
*Ride: 3 = 0 + DEX Mod + 0 -ACP;
*Sense Motive: 11 = 3 + WIS Mod + 3 +2(TS);
bSleight of Hand: NA = NA + DEX Mod + 0 -ACP;
*Spell Craft: NA = NA + INT Mod + 0;
*Stealth: 9 = 3 + DEX Mod + 3 -ACP;
Survival: 3 = 0 + WIS Mod + 0;
*Swim: 7 = 1 + STR Mod + 3 -ACP;
Use Magical Device: NA = NA + CHA Mod + 0;
*/# Class Skill
b Background Skill
Class features, Feats, Traits and Racial Traits:
Class features: Cleric:
Armour: Light, Medium, Shields (-tower)
Weapons: Simple
Aura,
orisons,
channel energy 1d6
Domains
(Strength->Ferocity):
Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Good:
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Brawler (Snakebite Striker):
Armour: Light
Weapons: simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group
feats to Look at
**
Skill Boosting Feats
Accomplished Sneak Attacker
Additional Traits
Combat Expertise
Combat manuvers
Traits:
Armour Expert (-1 ACP)
Unwelcome Business (+1 Disguise, CS)
Racial Traits:
Aasimar
Halo
Source Advanced Race Guide pg. 85
Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision racial trait.
Truespeaker
Source Advanced Race Guide pg. 85
There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Deathless Spirit
Source Advanced Race Guide pg. 84
Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
SLA-> +2 INT
Half-succubus
Type: Outsider(Native)
Darkvision 60ft
Speed: Land same as base, Wings gives flight x2 land speed. (Wings are pretty much out of play)
Change Shape: A half-succubus can use this ability to assume the form of any humanoid creature of her size, as if using alter self, once per day.
Offence:
Claws 1d3
Bite (Removed)
Smite: Good (Removed, she'll never use it)
Passion:
A half-succubus drains energy from a mortal she lures into an act of passion—unwilling victims must be grappled before the half-succubus can use this ability. The passion bestows one negative level.
A half=succubus can use this ability a number of times per day equal to her Hit Dice. The save DC to remove one of these negative levels is equal to 10 + the half-succubus’s HD + her Cha modifier.
HS SLA:
Darkness 3/day
Detect Thoughts 1/day
Spells:
DC = 10 + WIS + Level
Level-0: Unlimited use
Level-1: 1 + 1(WIS) + 1 Domain
Spells Known:
Level-0 (4):
Create Water
Purify Food and Drink
Stabilize
Detect Fiendish Presence
She is a beautiful woman of about 6'3", with red/golden blone hair and violet eyes.
Sporting an attractive body of an athletic build that is curvier then an average woman, and an attractive and innocent like face.
Her physical celestial and fiendish traits seems to of pushed each other into a more hidden state, except for her horns and halo.
She can grow out her wings, thought generally doesn't due to needing to find clothes and armour that work with her red feathered wings.
That and the attention they tend to bring, that she doesn't generally want.
Having her horns out and her halo active causes those that see it and think on it to put together an idea (correctly, or incorrectly) of how she was born a bastard,
and depending on the side they look at and take as her stronger heritage have various reactions
like; pity or disgust, the worst being hatred, though she does get some rare positive reactions.
Persona (basics only at the moment)
She's honest, kind and caring, with a competitive streak when it comes to contests.
She's very protective of children, and tends to be motherly with them.
When working as a barmaid to cover travel expenses, she'll enforce her no-touch policy on the patrons, her temporary bosses generally agrees with the policy.
As such they only get one warning, before the hurt comes in. If they complain, she or her boss will point to the notice posted up before she starts work.
Follows her morning routine of exercise to keep herself at her peek physical performance for the day.
Which does include a little jog around town, if in town.
Background Info:
Rune was born from a Succubus in male form successfully seducing her Half-celestial mother after she got drunk after failing in an important mission and suffering some losses in the group.
She was raised by her mother who also trained her and had her experience the world.
Rune learned the world was not always a kind place, especially for those with fiendish blood in some places.
Which had her double down on her own physical training, but she also kept her mind as sharp as possible.
Her celestial heritage and the way she was raised was a good influence on her and made her honest
but her succubus heritage and learning that sometimes it is better to lie or decieve warred with her more honest nature.
She's learned that hard way that it is better to keep quiet on how strong her succubus heritage is, as she's had a few aweful encounters due to it.
So she only lets other assume how strong her succubus/fiendish heritage actually is, and keeps vague about it.
Rune keeps to her faith in Kurgress and does her duties as his servant where and when it is needed as she travels.
She tries to settle disputes peacefully and fairly, but knows that sometimes there isn't a peaceful option to start the negotiations.
Though if a completely peaceful option for disputes isn't open, she atleast tries to make them agree to a non-lethal or atleast one where one doen't die in the competition.
Complexes/Fears/Quirks:
After a horrible experience she had, she fears others finding out that she is infact a half-succubus.
Though if someone finds out and helps her keep it a secret she'd be grateful to them.
It is also one reason she tends to do nut shots with a kick towards certain types of male opponents.
While she is really honest she and prefers to be honest, she knows that sometimes she needs to lie or disguise herself to get out of trouble.
This Honesty also applies to her appearance, though she'll hide her horns if she hears that a place is very discrimitory of tieflings before she gets there.
She has a bit of a complex about her looks, as it tends to attract trouble, but it does at times help her out of trouble.
She'd like to have a softer muscle tone, but she needs the physical strength she has to defend herself and others.
Even her above average hieght has given her a minor complex about it.
She's sensitive about being a bastard, and depending on various factors, may either; cry, drink (even though it does next to nothing), get mad or worse yet get violent with the offender
It is also one reason she's trying to keep herself as chasit as possible until marriage in not wanting a her potential child to be a bastard like her.
Though she's had a few encounters of that type due to being drugged with an aphrodisiac, though some of those partners died having their fun.