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About RoedarPrimary Info:
Male Human Monk 1 (Master of Many Styles / Kata Master) / Investigator 1 (Lamplighter/Sleuth) / Cleric 1 (Ecclesitheurge) (FC) LN Medium Humanoid (Human) Init: +4; Low-Light Vision; Sense Motive: +14; Perception: +16 Languages: Common, Sylvan, Lips ------------------------------
8.14.14.14.20.14
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AC 19, touch 17, ff 17
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Speed 40 ft.
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Inspiration 2
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Skills:
(class.ability.ranks.misc) Adventuring -- 19 ranks (1*4 Monk + 1*6 Investigator + 1*2 Cleric + 3*2 Int + 1 FC)
Background -- 6 ranks
Spells:
Fey Magic (Urban SLA) (once each/day) -- from Alternate Racial Trait
Orisons (3/day)
1st (3+1/day)
Gear/Possessions/Money:
(value:weight) Carrying Capacity:
With MW backpack
Current Load Carried 30 lb. Weapons:
Armor:
Holy Symbol:
Magical Equipment:
Mundane Equipment:
Consumables:
Material Components / Foci
Equipment - Stored:
Consumables - Stored:
Retraining
Money 476 GP; 8 SP; 5 CP
Special Abilities:
Circumstantial Abilities
Activated Abilities
Standing Abilities
suffers +1 damage when struck by cold iron weapons -- Fey Foundling
Feats:
Fey Foundling -- 1st Level
Benefit: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort). Toughness -- 3rd Level
Skill Focus (Sense Motive) -- from Focused Study
Improved Unarmed Strike -- from Monk
Monkey Style -- from Monk
Benefit: You add your Wisdom bonus on Acrobatics checks. While using this style, you take no penalty on melee attack rolls or to AC while prone. Further, you can crawl and stand up from lying prone without provoking attacks of opportunity, and you can stand up as a swift action if you succeed at a DC 20 Acrobatics check.
Class Features:
Weapon and Armor Proficiency
Ecclesitheurge's Vow
Blessing of the Faithful (Su)
Domains
Domain Mastery
Defense Subdomain -- Secondary
Deflection Aura (Su) -- Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense. Trade Subdomain -- Primary
Silver-Tongued Haggler (Su) -- Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll 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. Bonded Holy Symbol (Su)
AC Bonus (Ex)
Unarmed Strike
Panache (Ex)
Derring-Do (Ex)
Dodging Panache (Ex)
Inspiration (Ex)
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. Trapfinding
Lamplighter (Su)
Sleuth's Luck (Ex)
Rolling a Natural 20 on a Knowledge or Sense Motive Check: While on an investigation, a sleuth regains luck by uncovering secrets. Rolling a natural 20 on these skill checks while actively investigating causes the sleuth to regain 1 luck point. Such skill checks made for more mundane reasons (such as normal research or using Sense Motive to gain information during normal bargaining or while gambling) do not regain luck for the sleuth. Determining which skill checks qualify is up to the GM. Rolling a 6 or Higher on an Inspiration Roll: When a sleuth rolls an inspiration die while on an investigation and the die comes up a 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.) Like regaining luck via a natural 20 on a qualifying skill check, inspiration checks made for more mundane reasons don't qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It's possible for a investigator to regain 2 luck points on the same Skill check, if both the qualifying skill check is a natural 20 and any inspiration roll made is a 6 or higher. This and the 1st-level deeds below replace alchemy. A sleuth cannot take the alchemist discovery talent or any investigator talent that affects alchemy. Deeds
At 1st level, a sleuth gains the following deeds. Daring (Ex): At 1st level, a sleuth can spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. He can choose to add this die after he rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (minimum 1). Opportunistic Evasion (Ex): At 1st level, when a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend 1 luck point as an immediate action to instead take no damage for that effect. Sleuth's Initiative (Ex): At 1st level, as long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.) NOTE
A luck user does not count as a grit or panache user to satisfy feat prerequisites.
Character Traits:
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Affable -- You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you. Beast Bond (Handle Animal) -- You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you. Helpful -- When using the aid another action, you grant your ally a +3 bonus instead of a +2 bonus. Magical Knack (Cleric) -- You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait -- your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. Overprotective -- If one of your allies should fall unconscious from hit point damage, you take a -2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally. Spooked -- Whenever you perceive a fey, outsider, or undead from within 60 feet, you become shaken for 1d4 rounds unless you succeed at a Will save with a DC equal to 15 + the creature's Charisma modifier. Immunity to fear effects does not allow you to forgo this saving throw; even if you are immune to fear, you must roll the Will saving throw for this drawback when applicable, albeit with a +4 bonus. ------------------------------
Fey Magic (Urban) -- The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. In addition, select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. Lastly, the human also gains low-light vision. This trait replaces skilled. Focused Study -- All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait. ------------------------------
Lycanthropy (Curse of Corruption) (Rat) -- You suffer from a minor form of lycanthropy.
Background:
TL;DR -- there's a lot in this background, too much to concisely put in prose, so the below list hits the main points.
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Much of Roedar's early life was a mystery. He showed up crying on the streets one day all on his own. No one could understand him at all (his utterances sounded more like squeaks or grunts) until they got him reasonably calm. But there he was, a fresh, young face, seemingly known by no one and having come from nowhere. In talking with Roedar, it became clear he believed that he had been living inside the walls of various structures in the city with the rats. Obviously, this was not true, simply the product of a child's imagination. However, he did seem certain when relaying the details of sundry people's lives that he should never have known, especially as a child of the streets. He was told to keep quiet and was handed over to an orphanage. Growing up in an orphange was hard. He was cut off from his former fantastic life, left with only a few rats who seemed to understand him only part of the time. Interestingly though, they did appear to rally and hear his cries when he was attacked by the older boys. This served as somewhat of a deterrent, as no one else seemed to like rats, and the boys would end an attack when the rats showed up. This was quite fortunate, as being small for his age, he was bullied relentlessly. He was observant, however, and through discipline combined with much trial and error, he began to teach himself in the ways of self-defense. As he grew older, he began to organize other small and young boys into a gang or patrol to help protect themselves. Roedar gained a reputation as slightly weird and as a leader of a small, but effective, gang. He seemed to know things that he should not, and he could use that information to help sway the adults and administrators to seeing things his way. Roedar continued to grow and knew that the time was coming that he would need to leave the orphange, but what to do? Following his desire to support the law and the common man who benefits from such, he became a cleric of Abadar. Once he learned of Mayor Thorne's efforts to restore law and order, he knew he had to do his part. "Now that's something I can get behind!", Roedar thought. "I can do more than just teach about the importance of the law. I can stop those who flout it." And off Roedar went to apply, followed at a discreet distance by several rats!?
Appearance and Personality:
Age: 20 Height: 5' 4" Weight: 120 Hair: thick, short, straight, light brown Eyes: black Skin: tan Roedar is short and leanish, but very healthy and durable. His hair is very straight and thick, and he sports a pointy, wiry moustache and goatee. He's very quick and mobile, perhaps even a little skittish. Roedar tends to occupy himself observing others, studying a book, or training his rats. He hates the unfairness of the powerful lording it over the weak, and believes that rules and the law is how to provide opportunity and predictability to citizens at large. He seems to mutter or talk to himself quite a bit (but he thinks he is talking to the rats).
Summary:
The character idea is a boy who was taken by urban Fey while young and separated from his family. He grew up bullied in an orphange until he gained the skills to organize others into a group. He spent much time with rats living in the walls and believes they are his friends (or at least, associates). He talks with them and listens to what they have to say.
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