Full Name |
Pethwen Linasar |
Race |
Aasimar |
Classes/Levels |
Cleric (Evangelist) 6 | HP: 39/39 | AC: 21 | Res: Acid, Cold, Elec 5 | T: 15 | FF: 17 | CMD: 21| Fort: +6 | Ref: +7| Will: +8 | Init: +5 | Perc: +5 | Sense Motive: +6 | Perf: 15/17 | Reroll Used: Y |
Gender |
Female |
Size |
Medium |
Age |
23 |
Alignment |
CG |
Deity |
Ketyphys |
Languages |
Common, Celestial |
Homepage URL |
http://www.rpggeek.com/geeklist/154067/item/2594626#item2594626 |
Strength |
14 |
Dexterity |
16 |
Constitution |
10 |
Intelligence |
10 |
Wisdom |
14 |
Charisma |
16 |
About Pethwen
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Pethwen was born the child of an elven mother and an absent human father. At her birth, music seemed to ring out in the room. Her mother knew she was special, touched with Celestial, azata blood. She is possessed with an unearthly beauty, with diamond-like eyes, hair that turns silver in moonlight and a shadow that is possessed of angel-like wings. Her most remarkable feature, however, is her beautiful voice. When she speaks it is like music, and cannot help but bring joy and courage to those that hear her words. Despite being the pride and joy of her mother, she was shunned by most of her elven kin.
Ever since her youth she had a gift with the bow. She developed a special affinity with hunting, which soon became her favourite pastime and passion. In her adult life this lead her to embrace the elvish side of her heritage even more, becoming a devout follower and evangelist for the elvish god of the hunt, Ketephys.
A free spirit, always joyful and carefree, Pethwen could not stay settled for long. Feeling the need to travel she took to the road as soon as she could, proclaiming to all that would listen the joy of life, of freedom and the thrill of the hunt.
With her beautiful features and voice she brings joy and happiness wherever she goes, but never stays in one place too long. She remains committed to ferreting out evil and corruption in the many places she visits and in the many people she meets, always joyfully, always willingly, with a song in her heart and her voice.
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Defense
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AC 21, touch 14, flat-footed 17 (+5 armor, +4 Dex, +1 Deflect, Natural Armor)
hp 39
Fort +6, Ref +7, Will +8
Concentration Check Bonus +8
Resistances Acid 5, Cold 5, Electricity 5
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Offense
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Speed 30 ft.
Melee
Masterwork Morningstar +7 (1d8+2/20/x2)
Ranged Masterwork Composite Longbow(+1) +9(+10 -30ft) (1d8+3 (+4 -30ft)/20/x3) 110ft
Spells
0-known all/prep 4 (Detect Magic, Enhanced Diplomacy, Guidance, Read Magic)
1-known all/prep 4+1 (Abundant Ammunition, Bless, Sanctuary, *Empty Slot* + Calm animals)
2-known all/prep 4+1 (Protection from Evil(Communal), Silence, Weapon of Awe, *Empty Slot* + Feather Fall)
3-known all/prep 2+1 Prayer, *Empty Slot* + Fly
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Statistics
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Str 14, Dex 19, Con 10, Int 10, Wis 14, Cha 16
Base Atk +4; CMB 6; CMD 21
Feats
Point Blank Shot:+1 attack and damage rolls with ranged weapons at ranges of up to 30ft.
Precise Shot: Shoot or throw ranged weapons at opponent engaged in melee without -4 penalty to attack.
Deadly Aim: –1 penalty on all ranged attack rolls to gain +2 bonus on all ranged damage rolls. When BAB reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Traits
Beacon of Faith: Once per day as a free action, you may treat your caster level as if it were 2 levels higher when using one of the granted powers of your domain or inquisition, or when casting one of your domain spells.
Reactionary: +2 INIT
Skills Acrobatics +4, Appraise +0, Bluff +3, Climb +2, Craft (alchemy, armor,bows,trapmaking ,weapons) +0, Diplomacy +14, Disguise +3, Escape Artist +4, Fly +5, Heal +2, Intimidate +3, Knowledge (Religion, History) +4, Perform (act) +3, Perform (oratory) +8, Perception +5, Ride +4, Sense Motive +6, Stealth +4, Survival +2, Swim +2
Languages Common, Celestial
Combat Gear Masterwork Morningstar, Masterwork Composite Longbow (STR 2)+1, Arrows-normal (27), Arrows-blunt (19), Arrows-cold iron (13), Arrows-silver (20), Arrows-thistle (10), Mithril chain shirt +1, Wand of CLW in spring-loaded wrist sheath (48) Other Gear Wand of Prot. from Evil (50), Amulet of Natural Armor, Antiplague, antitoxin, masterwork backpack, belt pouch, Belt of Incredible Dexterity +2, candles (10), chalk (10), cheap holy text, cloak of resistance (+1), earplugs, holy symbol tattoo, ink, inkpen, oil of bless weapon, outfit (traveller's), paper (5), pearl of power (Lvl 1), scroll of comprehend languages (2), scroll of lesser restoration, scroll of abundant ammunition (2), scroll of protection from evil (2), ring of protection +1, smelling salts, smoked goggles, spell component pouch, vermin repellent, weapon cord, spring-loaded wrist sheath (2), 2762gp 5sp 7cp
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Special Abilities
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Evangelist Weapons and armor 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.
Aasimar Resistances Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Darkvision You can see in the dark up to 60ft.
Angelic Heritage - Azata-blooded (Musetouched) The musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals. A musetouched can use glitterdust once per day as a caster of his class levels. Musetouched have a +2 racial bonus on diplomacy and perform checks.
Aura of Chaotic Good A cleric of Ketephys radiates a powerful aura of Chaotic Good.
Channel Energy : Channel positive energy to either heal the living or harm undead for 2d6 (DC16 half). Affects 30' radius from you. Standard action. 6/day. Does not provoke AoO.
Domain Powers The cleric's chosen domain of animal (feather) grants domain powers.
Eyes of the Hawk: You gain a +2 racial bonus on Perception. In addition if you can act during a surprise round you gain a +2 racial bonus on your INIT check.
Forbidden Spell Alignment Spell with evil descriptor are forbidded by your alignment and your deity's alignment. Spells with the lawful descriptor are forbidden by tour alignment and your deity's alignment.
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.
Shee can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a performance is a standard action, but it can be maintained each round as a free action. Changing a performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A performance cannot be disrupted, but it ends immediately if the cleric is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A cleric cannot have more than one bardic performance in effect at one time.
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.
17/17 remaining
Fascinate: At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. (2)
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on 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.
Countersong: Counter magical effects that depend on sound within 30ft. Creatures use the cleric's perform (oratory) check result in place of its saving throw each round countersong is active.
Inspire Courage: +2 morale bonus on saves vs charm and fear and +2 morale bonus on attack and weapon damage rolls to allies who can hear. Mind-affecting.
Sermonic performance replaces the 1st-, 9th-, and 15th-level channel energy abilities. This caps the cleric’s channel energy damage at 7d6 points.
Evangelist 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 an amount equal to her class level plus her Charisma modifier (minimum 0).
Cleric Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. An evangelist can spontaneously cast the spells listed by sacrificing a prepared spell of the noted level or above. 1st: Command
2nd: Enthrall
3rd: Tongues
Spells
0-known all/prep 4
1-known all/prep 4+1
2-known all/prep 3+1
3-known all/prep 1+1
Boons
The Favor of Cartahegn: While in a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchase mundane equipment (but not weapons or armor) through your favourable connections with House Cartahegn at a 10% discount.
Honorary Ambassador When you fail a Diplomacy check by 7 or more when attempting to improve a creature's attitude, its attitude only decreases by one step.
Corruption Uncovered Once per scenario before you make a sense motive check you may add +2 to the check.
Mendevian Commendation: For every Mendevian Commendation you have, you gain cumulative +1 bonus on Charisma based skill and ability checks made to influece crusaders of Mendev (max +3).
Budding Friendship If you would earn no PP at end of adventure that included one or more encounters in Absalom, cross off boon and earn 1 PP instead.
Liberty Never Rests Cross off boon before rolling Initiative to roll twice and take better result.
Enlightened Ambassador As a move action you enter a mediative trance. Lasts for 1 hour and can end (no action) at any point to gain one of following benefits: gain +4 insight bonus on saving throw against mind-affecting effect, increase speed by 10' for 1 round, or ignore concealment when making attacks for 1 round. When trance ends cross off CS.
Tar Kuata Initiate When using retraining rules you treat all classes as though they had retraining synergy with monk class. Those that already have retraining synergy with monk class instead reduce number of days required to retrain any class level into monk level by 1. Monk retraining a monk class archetype also reduces time spent by 1 day for every alternate class feature gained or lost.
Elemental Conquest (Water)+1 insight bonus on saving throws vs. spell/spell-like/effects of creatures with water subtype and spells with cold or water descriptor. While adventuring in plane of water, gain +1 insight bonus on all saving throws. As swift action, check box that precedes this boon to get +5 competence bonus on Swim checks and the ability to breathe underwater for 1 minute.
Ranginori's Debt Standard action, check 1 box. Any spell-like ability use character level as your caster level. Any level: recall a spell slot or prepared spell you already cast that day. Spell is prepared again or slot is available for use again as if not used. 5-8: Can cast cat's grace, cure moderate wounds, lesser restoration or shocking grasp, cure serious wounds, fly and lightning bolt.
[floatleft][imageid=2300167small][/floatleft]
[COLOR=#663300]Fara[/COLOR]
Hawk 3
Neutral Female Tiny
Init +2; Senses Lowlight Vision, Perception +9
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Defense
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AC 14, touch 13, flat-footed 12 (+1 Natural Armor, +2 Dex, +1 Size)
hp 16
Fort +4, Ref +5, Will +3 [clear]
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Offense
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Speed 10 ft. land, 80ft fly
Melee Bite +5 (1d4/20/x2) and 2 talons +5(1d4/20/x2)
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Statistics
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Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +2; CMB 1; CMD 13
Feats Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +2, Climb +0, Escape Artist +2, Fly +6, Intimidate -2, Perception +9, Stealth +6, Survival +2, Swim +0
Combat Gear ; Other Gear
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Special Abilities
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Low-light vision: 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.
Link: Cleric gets +4 bonus on Wild Empathy checks and Handle Animal checks on this companion.
Share Spells Can cast target 'you' spells on this animal regardless of whether they can normally affect animal types.
Tricks
Aid Use the aid another action to aid a specific ally in combat by attacking a specific foe the ally is fighting. You may point to a particular creature that you wish the animal to aid, and another that you want it make an attack roll against, and it will comply if able.
Attack (x2) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally an animal will attack only humanoids, monstrous humanoids, giants or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and abberrations) counts as two tricks.
Bombard A flying animal can deliver projectiles on command, attempting to drop a specified item that it can carry (often alchemist's fire or some other incendiary) on a designated point or opponent, using its base attack bonus to determine its attack roll. The animal cannot throw the object, and must be able to fly directly over the target.
Deliver The animal takes an object (one you or an ally gives it, or that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the deliver trick is a move action.)
Entertain The animal can dance, sing, or perform some other impressive and enjoyable trick to entertain those around it. At the command of its owner, the animal can make a Perform check (or a Charisma check if it has no ranks in Perform) to show off its talent. Willing onlookers or those who fail an opposed Sense Motive check take a –2 penalty on Perception checks to notice anything but the animal entertaining them. Tricksters and con artists often teach their animals to perform this trick while they pickpocket viewers or sneak about unnoticed.
Fetch he animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.
Seek The animal moves into an area and looks around for anything that is obviously alive or animate.
Chalice Champion: At start of chase or pursuit, you may activate this boon to grant yourself a +2 bonus on all checks made to make progress in the chase or pursuit. Last duration of that chase or pursuit only. Cross off when used.
Infused Extracts" As standard action that provokes AoO, gain one of the following benefits. Check box indicating extract has been expended. Abilities affecting potions affect this boon, although those affecting consumed potions do not. []CLW, []CMW, []Resist Energy, []Shield