About Pent ArothaHeroLab, Level 14:
Pent Arotha, Stunted Tom Male gnome cleric (separatist) of Sarenrae 14 (Pathfinder RPG Ultimate Magic 32) NG Small humanoid (gnome) Init +0; Senses low-light vision; Perception +25 -------------------- Defense -------------------- AC 13, touch 11, flat-footed 13 (+2 armor, +1 size) hp 107 (14d8+34) Fort +19, Ref +9, Will +20; +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells SR 20 -------------------- Offense -------------------- Speed 30 ft. Melee cold iron morningstar +11/+6 (1d6) or dagger +11/+6 (1d3/19-20) Ranged +1 light crossbow +12 (1d6+1/19-20) Special Attacks channel positive energy 10/day (DC 20, 7d6) Spell-Like Abilities (CL 14th; concentration +17) 1/day—arcane mark, comprehend languages, message, read magic Domain Spell-Like Abilities (CL 14th; concentration +20) At will—dimensional hop (120 feet/day) 9/day—rebuke death (1d4+7) Cleric (Separatist) Spells Prepared (CL 14th; concentration +20) 7th—mass cure serious wounds, holy word (DC 23), greater teleport[D] 6th—greater dispel magic (2), heal[D], heroes' feast, wind walk 5th—communal air walk[UC], breath of life[D] (DC 21), spell resistance, true seeing (2) 4th—blessing of fervor[APG] (DC 20), death ward, dimension door[D], freedom of movement, restoration, spiritual ally[APG] 3rd—daylight, dispel magic, fly[D], invisibility purge, prayer, protection from energy 2nd—bull's strength, cure moderate wounds[D], hold person (DC 18), communal protection from evil[UC], remove paralysis, lesser restoration, spiritual weapon 1st—endure elements, liberating command[UC] (2), longstrider[D], obscuring mist, ray of sickening[UM] (DC 17), shield of faith 0 (at will)—detect magic, guidance, read magic, stabilize D Domain spell; Domains Healing, Travel -------------------- Statistics -------------------- Str 10, Dex 10, Con 14, Int 12, Wis 22, Cha 16 Base Atk +10; CMB +9; CMD 19 Feats Cosmopolitan[APG], Dimensional Agility[UC], Extra Channel, Extra Channel, Great Fortitude, Leadership, Selective Channeling Traits earning your freedom, etymologist, sacred touch Skills Bluff +4, Diplomacy +14, Heal +10, Knowledge (arcana) +5, Knowledge (planes) +5, Knowledge (religion) +9, Linguistics +17, Perception +25, Sense Motive +17, Spellcraft +5; Racial Modifiers +2 Perception Languages Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Halfling, Ignan, Infernal, Kelish, Necril, Osiriani, Polyglot, Protean, Read Lips, Shae, Sphinx, Sylvan, Terran, Thassilonian, Tien, Vudrani SQ agile feet (9/day), forbidden rite (travel), healer's blessing, magical linguist[APG], mark of slavery Combat Gear ring of the ram, rod of wonder, scarab of protection, strand of prayer beads (lesser), alchemist's fire (2); Other Gear leather armor, +1 light crossbow, cold iron morningstar, dagger, cloak of resistance +5, hat of disguise, headband of inspired wisdom +4, phylactery of positive channeling, sleeves of many garments[UE], blanket[APG], custom container, false-bottomed cup[UE], gnome trail rations[UE], masterwork backpack[APG], tattoo holy symbol[UE], waterskin (2), 7,674 gp -------------------- Special Abilities -------------------- Agile Feet (9/day) (Su) For 1 rd, you ignore difficult terrain. Cleric (Separatist) Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent. Cleric (Separatist) Domain (Travel) Granted Powers: 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. Cleric Channel Positive Energy 7d6 (10/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Dimensional Agility May take any additional actions remaining after using dimension door or abundant step Dimensional Hop (24 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others. Healer's Blessing (Su) Your cure spells are empowered for free. Leadership (score 17) You attract loyal companions and devoted followers. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Magical Linguist +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells. Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check, Rebuke Death (9/day) (Sp) As a standard action, touch heals 1d4+7 dam to negative HP target. Selective Channeling Exclude targets from the area of your Channel Energy. Spell Resistance (20) You have Spell Resistance. Background:
Humanity. Why not gnomity, elfity? It sounds alien, haven't heard it, so it doesn't work, doesn't fit. Heard of humanity. Seen my fair share of it, good and bad. Mostly bad. Yeah. Badmanity. That fits. Pent can only remember growing up on the road. It was a kindness that he had no memory of his parents' deaths at the hands of the very men who raised him. Whip, Chains, Gruel, Herder, Horsehigh, Goldgrab, Gringlib. He heard them use other names for each other, changing names, for changing cities. It was much easier calling them by what they were to Pent. None of them were anything but pain to Pent. Cept Gringlib, of course. He was the reason Pent still drew breath. Gringlib was the oldest of them all, well, old for a human. Old humans didn't hit as hard either. Pent liked to think it was by choice. Gringlib couldn't look soft around the others, so Pent still got cuffed, but the soft words came later, when end-of-day came. Gringlib saw something in Pent, so kept him. Fed him. Taught him. Called him 'my little investment'. What words can do. They can open doors, carry weight, cement bonds. Words can make you look the other way. Words can cloud. Words can kill, too. Gringlib was good at his job. Getting people to pay attention to their stock. Persuade buyers that theirs was the strongest, the most obedient, the quickest to learn. He had rhythms in his speak. He could bring the mood up when cynics speckled the crowd. He could chastise hecklers without insulting them. Pent enjoyed watching him work. Gringlib got his words from Pent, mostly, and that made Pent proud. It was Pent's job to talk with the stock, get to know them, make them less uncomfortable with their lot in life. Words soothed. Especially self-deprecating words. Gnomes couldn't fetch near the prices halflings or humans could. So valuable! So valued, so worthy! So wordy. Words weren't enough, so often. You had to teach them to smile, without them showing grins with teeth missing. Words can reach to high places. Words of unrest reach the ears of tyrants, and voices are silenced. Words that form pleas for mercy reach the ears of gods, and powers are granted. Pent saw many people come and go. The one thing that remained constant was the suffering. The road was uncomfortable, the food was unrecognizable, and the Whip was never tired. Pent only hoped that he could be for them what Gringlib was to him. A protector. A healer. Pent played at words, listened to himself saying them, apologized, rephrased the pleas, found the phrases. The prayers that felt right. It was then, when the powers came. He began to hear foreign tongues for the words he could understand. He could whisper soothing words from a distance away, and stop a cry in the night from turning into a scream. He could tend to a broken one after a beating, and stop them from slipping away. Pent grew strong in the ways of his goddess, ever grateful for her gifts. Gringlib grew more grateful of his investment too. Pent could bring him information about the buyers' intent. Pent kept the stock healthy, hydrated. Pent began to take on Gringlib's job when Grin wasn't feeling well. Bringing understanding. Placing the stock in the hands of better buyers. Speaking words that would discourage abusive buyers from considering. It was what he could do. Especially the gnoll buyers. May the goddess burn them all. Words become action. Gringlib wasn't long for the world, and for all he could do within his power, he made sure that Pent found his way free of the caravan. A contract, words written into purpose, guaranteed the opportunity for Pent to use his powers for the might of mercenaries headed to Kelmarane. Pent was not happy to abandon Gringlib, but Gringlib had a way with words...
Personality & Appearance:
Wealth:
3332 (-200gp for Manor expenses, -75gp for new Ring) 5742 1230 New Total: 22,904gp 9/8/19 Level 1- Pester Ex-Jester
Current Consumables:
Wand of Cure Moderate Wounds(18 charges), 2/12/20) |