Seamus Passeri's page

3,095 posts. Alias of Robert Henry.


Race

Retired to Taldor?

Size

6 ft. 160 lbs.

Age

20

Alignment

chaotic Good

Deity

Calistra

Location

Sandpoint

Languages

common, elvish

About Seamus Passeri

Rogue 14/ ranger 2 HP 147/147| AC41/T24/FF41 | F+17/R+25/W+16 | CMB +13 CMD 31 | Init + 14 | sneak attack@7d6 | Perc +31/38 Dis. Dev. + 33/40 Acro +26/31 | Boots 0/10

Hero Points: @ 0

Initiative: 14 = 8 [dex] + 4 [feat] + 2 [trait]
Speed: 30 ft.
Hit Points: 147 = 87 [Rogue (8 [1 st lvl] + 65 [2nd -14 th lvl] + 14 [FC])] + 12[Ranger 1st lvl-2nd lvl] + 48 16 [lvls] x 3 [con]

AC: 41 = 10 + 9 [Celestial Armor] + 8 [dexterity] + 1 [dodge] + 4 [Natural armor] + 4 [ring] + 4[+3 mithril buckler] + 1 [Insight bonus]
Touch: 24
Flat-footed: 41

Fort: + 17 = 4 [rogue] + 3 [ranger] + 3 [constitution] + 2 [feat] + 5 [cloak]
Ref: + 25 = 9 [rogue] + 3 [ranger] + 8 [dexterity] + 5 [cloak]
Will: + 16 = 4 [rogue] + 0 [ranger] + 1 [wisdom] + 2 [feat] + 5 [cloak] +4 [Inspired]

Base Atk + 11/6
CMB + 13 = 12 [base] + 1 [strength]
CMD 31 = 10 + 12 [base] + 1 [strength] + 8 [dexterity]

Melee: + 13 = 12 [base] + 1 [strength]
Ranged: + 20 = 12 [base] + 8 [dexterity]
Weapon finesse + 20 = 12 [base] + 8 [dexterity]

Stats: Str. 12, Dex. 26, Con. 16, Int. 10, Wis. 12, Cha. 13,

Abilities:

Half-Elf
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Half-Elf Alternate Racial Traits:
Sophisticate Half-elves who strive to embody the culture in which they live develop a keen instinct for the ebb and flow of fashions, fads, and political trends. They gain a +2 racial bonus on Knowledge (history) and Knowledge (local) checks and can use those skills untrained even for checks with a DC of 10 or more. This racial trait replaces elven immunities.
Flexible Half-Breed Once per day, half-elves with this trait can use alter self as a spell-like ability to appear as humans, drow, or elves. The half-elf can change the race of this form each time she uses this ability, but the specific form for each race is static. She gains a +10 bonus to Disguise checks to appear as a member of the chosen race. The caster level for this ability is equal to the character’s Hit Dice. This racial trait replaces multitalented.

Traits:
Campaign Trait: Goblin Watcher: You gain a +1 trait bonus on Perception and Appraise checks, and a +5 trait bonus on Appraise checks to determine the most valuable item visible in a treasure hoard
Combat Trait: Armor Expert When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Race Trait Elven ReflexesYou gain a +2 trait bonus on initiative checks.

Feats:
Race: Skill Focus: Perception
First level feat: Improved Initiative
2nd lvl Rogue Talents:Combat Trick: Two Weapon fighting
Third level feat: Double Slice
4th lvl Rogue Talents: Weapons Focus: short swords
Fifth level feat: dodge
seventh level feat: Iron Will
ninth level feat: improved two weapon fighting
eleventh level feat: Greater Fortitude
Thirteenth level feat: point blank shot
Combat Style Feat: Archer Rapid shot
Fifteenth level feat: Precise shot
14 lvl Advanced Rogue Talent: feat: Greater Two-Weapon Fighting


Class:

Unchained Rogue
Sneak Attack: 7D6 If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training: At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse. Once this choice is made, it cannot be changed.Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll.
3rd lvl: Shortsword
11th lvl: Rapier
Evasion: At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents:
2nd levelCombat Trick: Two Weapon fighting
4th level: Weapon Training: Weapon Focus: short sword
6th level: Follow Clues: Benefit: A rogue with this talent can use Perception to follow tracks as per the Survival skill.
8th level: Trap Spotter: Benefit: Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.
Advanced rogue talents:
10 th level: Opportunist: Prerequisite(s): Advanced talents Benefit: The rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round and can’t be used more than once per round.
12 th level: Double Debilitation* (Ex)Benefit: Whenever the rogue inflicts a penalty against a target using the debilitating injury class feature, she can select two penalties to inflict. The target can never be subject to more than two penalties in this way at one time. If any additional penalties are inflicted, any previous penalties immediately end. Any effect that heals damage to the target negates both of the penalties.
14 level: Feat: Greater Two-Weapon Fighting
Danger Sense + 4 At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level).
Debilitating Injury: At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered:All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Uncanny Dodge: At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible.
Rogue’s Edge: gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
Acrobatics:
5 Ranks: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.
10 Ranks: You can attempt an Acrobatics check at a –10 penalty and use the result as your CMD against trip maneuvers. You can also attempt an Acrobatics check at a –10 penalty in place of a Reflex save to avoid falling. You must choose to use this ability before the trip attempt or Reflex save is rolled. With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC
Perception
5 Ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.
10 Ranks: The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 30 feet. In addition, you gain a +5 bonus on Perception checks to notice or locate an invisible creature or object.
Improved Uncanny Dodge (Ex) At 8th level, a rogue can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
favored class bonus: Rogue + 1 HP

Ranger Archetype: Trapper
Trapfinding A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
@ 1st lvl. Giants
Track (Ex) A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex) A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat Style Feat (Ex) At 2nd level, a ranger must select one combat style to pursue.


Skills:

156 = 14(8 [rogue skills]) + 2(6 [ranger skills] + 16( 2 [background skills])
The Rogue (Unchained)'s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha) New ranger’s class skills: Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Spellcraft (Int) and Survival (Wis)
Acrobatics 26/31 = 8 [Dex] + 16 [rank] + 3 [class skill] + 5 [boots] - 1 [armor]
Appraise 5 = 0 [Int] + 1 [rank] + 3 [class skill] + 1 [trait]
Bluff 8 = 1 [Cha] + 4 [rank] + 3 [class skill]
Climb 4 = 1 [Str] + 1 [rank] + 3 [class skill] - 1 [armor]
Diplomacy 1 = 1 [Cha]
Disable Device 32/40 = 8 [Dex] + 16 [rank] + 3 [class skill] + 2 [MW tools] + 5 [goggles] - 1 [armor] + 7 [traps]
Disguise 1 = 1 [Cha]
Escape Artist 26 = 8 [Dex] + 16 [rank] + 3 [class skill] - 1 [armor]
Intimidate 1 = 1 [Cha]
Knowledge (dungeoneering) 13 = 0 [Int] + 10 [rank] + 3 [class skill]
Knowledge (History) 16 = 0 [Int] + 12 [rank] + 3 [background skill] + 2 [race]
Knowledge (local): 15 = 0 [int] + 10 [rank] + 3 [class skill] + 2 [race]
Lore (Music): 7 = 0 [int] + 4 [rank] + 3 [background skill]
Perception 31/37 = 1 [Wis] + 16 [rank] + 3 [class skill] + 3 [feat] + 2 [race] + 1 [trait] + 5 [goggles] + 7 [traps]
Perform (string instrument) 24 = 1 [Cha] + 16 [rank] + 3 [background skill] +4 [Inspired]
Ride 11 = 8 [Dex] + 1 [rank] + 3 [class skill] - 1 [armor]
Sleight of Hand 26 = 8 [Dex] + 16 [rank] + 3 [class skill] - 1 [armor]
Stealth 24 = 8 [Dex] + 16 [rank] + 3 [class skill] - 1 [armor]
Swim 4 = 1 [Str] + 1 [rank] + 3 [class skill] - 1 [armor]

Gear:

Magical Items:
Worn:
Belt: Belt of incredible dexterity + 4: 1 lb.
Body:
Chest:
Eyes: Goggles of Minute seeing/eyes of the eagle
Feet: Daredevil Boots: 1 lb.
Hand: + 4 ring of protection
Hand: Covenant ring/ Sihedron ring
Head:
Headband: Headband of Inspired Wisdom: (+2),
Neck: Amulet of Natural Armor + 4
Shoulders: + 5 cloak of resistance: 1 lb.
Wrists:
Slotless items:
Standard Wayfinder: 1 lb.
Armor:
Celestial Armor: 20 lbs. + 3 mithril chainmail +9, + 8, - 2
+ 3 mithril buckler: 2.5 lbs.
Weapons
+ 1 keen (ruin forged) Rapier 2 lbs. 1d6, 15–20/x2. P, finesse
+ 1 giant bane mithril short sword: 1 lb. 1d6 19-20/x2 S
+ 1 construct bane adamantine short sword: 2 lb
+ 1 cold iron short sword: 2 lb.
+1 returning frost Spear: 6 lbs. 1d8, x3, 20 ft. 6 lbs. P brace
sub-total 32.5 lbs.
Ioun stones
Dusty Rose Prism (Ioun Stone) + 1 insight bonus to AC.
Pink Rhomboid (Ioun Stone) +2 enhancement bonus to Constitution.
in Wayfinder: Iridescent Spindle (Ioun Stone) This stone sustains the wearer without air. Resonance adds Endure elements, as the spell, as well as protection against exposure to vacuum and underwater pressure.

Mundane Items
Explorers outfit:
MW short bow + 1 Str: 2 lbs. 1d6 x3 60 ft. P
durable arrows @ 18: 3 lbs.
sub-total 5 lbs.

Bandolier:
in Bandolier:
Chalk: @ 10: N/A
Flint and Steel: N/A
Candle @ 10 N/A
Sub-total: 0 lbs.

Handy haversack:
In Backpack
Blanket @ 3: 6 lbs.
Waterskin: 4 lbs.
Kit, Mess: 1 lb.
Rations @ 5: 5 lbs.
Elvish Lute: Musical instrument (common): 3 lbs
Outfit, Cold-Weather 7 lbs.
Furs: 5 lbs.
Tent: 20 lbs.
Tent Cover: 15 lbs.
Bedroll: 5 lbs.
Masterwork thieves tools: 2 lbs.
Sub-Total: 5 lbs.

Consumables:
CMW potion @ 1
potion of Gaseous form
CSW Potion @ 1

Total weight of all gear: 42.5 lbs.

Carry Capacity
Light load: 43 lb. or less
Medium load: 44-86 lb.
Heavy load: 87-130 lb.
Lift over head: 130 lb.
Lift off ground: 260 lb.
Push or drag: 650 lb.


Wealth:

200 gp.Starting -198.42 gp. spent on gear - 5 sp. Wine @ Cracktooths = 8 cp. + 100 gp. - 28.8 gp. w/ discount = 71.28 gp. + 20 gp.- 11.2 gp. w/ discount = 90.08 + + 5 gp. - 3 cp. = 95.05 gp. + 1,387 gp. - 798.5 gp. w/discount - 2 gp. - 3 gp. - 2 gp. - 5 gp. - 270 gp. food/supplies and old coin @ cracktooths, White Deer Inn, MW spell for bow = 306.5 gp. - 16.5 gp. - 250 gp. = 40 gp. remaining + 3136 gp. - 250 gp. - 2,295 gp. = 591 gp. - 10 gp. outfit = 581 gp. + 4,347 gp. = 4,928 gp. - 2,985 gp. = 1,943 gp. + 1,157.5 gp. - 2,000 gp. = 1,100.5 + 8,778gp - 8,480 gp. = 1398.5 gp. - 1,000 gp. = 398.5 gp. - 45.6 gp. = 352.9 gp. + 23,856 gp. + 1,155 p. - 24,320 gp. = 1,043.9 gp. + 4,742 gp. - 2,500 gp. Diamond- 2,725 gp. potion, haversack = 560.9 gp. + 34,119 gp. - 34,400 pg. = 279.9 gp. - 5 gp. a new hat = 274.9 gp. + 4,115 gp. - 1,250 gp. Scroll of life - 150 gp. Wand = 2,989.9 gp. + 99,271gp + 12,860 gp. - 114,510 gp. = 610 gp. 9 sp.

Knowledge, Local:

Local DC 10: Seamus is a half elf local to Sandpoint. He is seen playing the lute on the square for tips and as a regular player at Cracktooths Tavern.

Local DC 15: He works odd jobs at the Pixie's Kitten, where his mother retired from when she married Zandu Vasillica, a suspected Sczarni member. Occasionally, In the evenings when not at the Tavern, he may be seen sitting at Junker's Edge on the cliffs of the Varisian Gulf, practicing his lute.


Background:

Seamus Passeri was born twenty years ago to Alika Passeri, a beautiful Varisian girl with hazel colored hair and green eyes. For several years she was a working girl at the Pixies Kitten . His father had been a traveling bard named Iradyiel Meirdrerel who was a fixture at the Sandpoint Theater and played often at Cracktooth's Tavern. For almost two years, Alika and he were exclusive, and quite an item, painting the town. When the Theater was sold in 3987 to Lucian Brachtarna the new owner took the Theatre in a different direction and Iradyiel accepted a position elsewhere. (Subsequently Lucina did not fare as well as he expected and in 4000 sold the theatre to the present owner Cyrdak Drokkus). After Iradyiel left, Alika realized she was pregnant. When the beautiful baby boy was born she named him Seamus after her father.

When he was little his mother and the other ladies would tell Seamus stories about heroes, princes and knights in shining armor. He wanted to be like the heros in the stories, eventually talking his mother into making him an armor to wear. Several of the girls helped out and sewed him armor out of the quilted cloth of an old mattress. It was cumbersome and worn, but he loved it and wore it everywhere.. As he got a little older his mother would have him leave the house so he wasn’t exposed to too much of the house's activities. He would wear his ‘armor’ to the cliffs on the Varisian Gulf and sit at Junker’s Edge watching the goblins scrounge through the junk and garbage. Late well after midnight he would make his way back home, trusting in his elven vision. During the daytime he would stay busy with odd jobs around ‘the house’: chopping wood, working in the stables, helping in the kitchen and running errands.

During those times he met the first person, besides his mother. who would impact his life. Her name was Faunra Calandlara, a lovely ‘high end’ Elvish lady who moved to Sandpoint from, of all places, Kaer Maga. When she met the seven year old Seamus she took a liking to his bubbly curious personality, and she was the first elf to enter his small world. He could not resist her, begging her to teach him a little about the elves. For her part she was happy to introduce the lad to the things she knew. She taught him to play the lute and to speak elvish. She also taught him about Calistria. Soon after he started learning to play, he would take the lute with him and practice it at the cliffs.

Seamus' life changed when he was around ten, his mother decided to retire from what was a young woman’s profession. She settled down and married a Varisian named Zandu Vasilica, who was a small-time crook and member of the Sczarni. Zandu instantly recognized Seamus’ unnaturally quick hands and his perceptive natures and began instructing him in skills the Sczarni valued: pickpocketing, lock picking, burglary and fighting. Seamus was thrilled to have a ‘father figure’ so interested in him and took to the training like a duck to water. Zandu realized Seamus was still infatuated with wearing armor so he purchased the young boy studded leather armor for him to wear, encouraging him to keep it on all the time so he would be used to wearing it. Seamus continued doing odd jobs around ‘The Pixies Kitten’ so he could continue his occasional lessons with Faunra. As he got older he would occasionally play the lute at Cracktooth’s Tavern or on the street corners while he was ‘observing’ for a potential ‘job.’

Last year, Seamus’ life took a major turn. His step-father was offered a mid-level position by his family in Magnimar: It had been Zandu’s dream fulfilled, he and Seamus’ mother moved to a villa in ‘the Marches’. Seamus decided to stay in Sandpoint. It was his home, It was where he belonged. He continued working odd jobs for lady Kaye, playing for tips at Cracktooths Tavern and would occasionally earn a little cash doing “independent '' work alone or with the Sczarni.

It was a smuggling job his step father arranged that took him to Magnimar in early Rova of 4707


Appearance:

Seamus' appearance is a mixture of his own tastes, the larger culture around Sandpoint and his mother’s Varisian sensibility in both his physical appearance and style. His choice of clothing is functional and simple with a perfect balance between classical looks and modern sensibilities.

He has the olive colored skin and expressive eyes of his mother’s people and the height and litheness associated with his elven father. His hair is a darker brown than hers but his eyes are the same green, shifting from the color of sea froth to the light green of spring leaves. His pointed ears and elfin features clearly mark him as a half breed. While his long hair, trim goatee and mustache reflect the latest style.

Seamus is normally seen about town wearing his double breasted three quarter length, high collared, belted Burgundy leather vest, (which is over his armor) with deep blue almost black hose, soft doeskin low boots, a large grey wool floppy hat and dark grey lined cloak. He prefers cotton billowing sleeved shirts and has a few different colors for different moods: a lime Green when he needs self-control, turquoise when he wants his Lute playing to communicate, light blue when he's feeling exceptionally handsome and Violet when he desires inspiration. Usually he wears a short sword on his belt and a bandolier over his right shoulder with his lute hanging over his left.

Personality:

Seamus is a soft spoken man with a quick wit and savvy sense of things. Not well educated but a fair amount of ‘horse sense.’ Loyal in his own way and living by his own code, he is quick to help a friend and those who appear to need one. But also willing to exploit those who look down their noses at others or flaunt what they have in front of those in need.

On the Myers Briggs scale Seamus is a Entrepreneur

original Introduction::

Seamus basking in the moonlight stands in the square, his half-elf eyes focused on the new temple, 'Everyone is excited, Along with the Swallowtail Festival we will celebrate the dedication of this lovely new cathedral.’ Looking about the square he reminisces. 'I remember the old church, I remember the first time I was in this square alone, well not exactly alone, being chased by bullies, they never caught me that day.’

Smiling to himself he continued. 'I remember many nights coming past this very place in the wee hours of the morning returning to the brothel after spending the evening at Junker’s Edge watching scrounging goblins, every now and then throwing rocks at them.' Seamus stooped over and picked up a couple of rocks off of the cobble stone and threw one into the darkness. 'This was the first place Zandu had me attempt a cut purse, that was on a Swallowtail festival also, those were good times.' Seamus frowns as he drops the second stone back to the cobbles.

‘There were sad times too. When the Chopper took Ionacu and Esmerelda, they call it ‘the late unpleasantness’, it was a hell of a lot worse than unpleasant for the families who lost someone. I’m glad they burned that bastard. looking at the new cathedral again. He’s not all that burned though, that same month the north side was aflame, as if Old Stoot took more in his death than in his life.’ Seamus shudders as he continues walking across the town square.

Finally looking back at the new building; 'At least we have our new church and a new start.' He unconsciously touches one of his daggers, 'and a new Swallowtail Festival with new purses to cut.' Smiling to himself as he leaves the square and heads for home.


Phrases:

sayings or rules:
The truth is always the easiest lie.
Not every good idea is a good idea.
It's easier to pay your debts if you don't have any.
Rule # 1 - Don't steal from any of your own.
the heart wants what the heart wants

expletives:
bloody hell...


stat block:

AC (with all the breakdowns), current/max HP, and always on bonuses, like BAB, Dex, Feats, Magic, etc.

Inspiration (Su) +4 insight bonus on all Will saving throws, Craft checks, and Perform checks.
dead