Halfling

Tenebris Crepusculum's page

103 posts. Alias of JoeLudwick.


Full Name

Tenebris Crepusculum

Race

Halfling

Classes/Levels

Cleric 1/rogue 1 Hp:9/9 Ac:16 FF:13 To:14 Init:+5 Percept:+8 Sense Motive+6 Will:+5 Fort:+4 Ref:+6

Gender

Male

Size

Small

Alignment

Cg

Deity

Desna

Strength 8
Dexterity 16
Constitution 13
Intelligence 14
Wisdom 15
Charisma 16

About Tenebris Crepusculum

personality:
Tenebris, or 'Ten', is a chipper young lad, always in a good mood, eyes wide so as not to miss anything. Very chatty and even hums when there is a lack of conversation. He fidgets when forced to sit and never really stops moving.

He loves to tell old stories of mischief and watches the reactions of his audience to see who might be a possible future collaborator.

A true lover of adventure, now out of the confines of school, he is seeking like-minded friends.

background:

Pushed by his family to serve Desna in a traditional role, Ten began studyingthe priesthood at an early age.
His tutor was a patient man who dealt with Ten's childish antics well, but, when Ten was older and began traditional training, his behavior was difficult to handle in a classroom.
Ten was able to learn the material, but often proved too disruptive for his classmates, causing angst amongst his teachers.
The last straw was a nighttime prank that found Ten and 2 classmates a little too close to the Worldwound.
The night got serious fast and, if not for the intervention of a mysterious woman, they could have all been lost.

After that, Ten was shipped off to Nerosyan, and after confounding teachers there, he was given a hasty 'aptitude exam' of Desnan, and after barely passing, told to further his studies 'in the field'. That was years ago, and after some time 'in the field', Ten has found his way back to Kenabris for the festival. looking forward to seeing his mother again and dreading a chance encounter with his father, Ten has also learned that his old classmate Auric is in town.

Ten comes from a wealthy family known for its service to Desna. His antics are ill-appreciated, but his family is flush with well behaved siblings and cousins, and the loss of financial support is an acceptable trade for some new found freedom.

Family History:

Ten's grandfather, Cristo Crepusculum, and his family were slaves in Cheliax. When his master died, Cristo prayed a prayer to Desna and switched the rightful will with one he had written himself, freeing his family and all the houshold slaves. Taking his wife and children, Cristo fled to Kenabris to seek a fresh start and better future.

The Worldwound created a need and with need came oppertunity. Cristo set himself to service to Desna and the community, and his family prospered in those early years.
Cristo was blessed with 5 sons before his death (Elim, Jonda, Cezfter, Kefte and Mirrion) and he raised them to be ambitious, hard workers.
But after his death, the brothers grew away from serving and into a love for influence and status.
The clan now tries to place family in any part of the city's business it can. They say 'You can't even fill out a requisition form for arrows without tripping over a Crepusculum'.

Ten's father, Jonda, is a busy halfling, with little regard for distractions and frivolities. Jonda has little time or patience for any of his children, and none of either for Ten. Several shouting matches between Jonda and Ten have left no desire for business dealings with each other in either of them. But Ten's mother, Elaina, loves all her children and planted the seeds of a love for service and Desna wherever they would grow.

archtypes:

Cleric- Separatist-A separatist selects one domain from her deity’s domain list, and a second domain that is not on her deity’s domain list. This second domain cannot be an alignment domain that doesn’t match the cleric’s or her deity’s alignment. For example, a lawful good separatist cleric of a neutral good deity cannot choose the Chaos or Evil domain with this ability, but can select the Lawful domain even though her deity isn’t lawful.
Granted powers from the cleric’s second domain function as if the cleric’s level, Wisdom, and Charisma were 2 lower than normal (minimum level 1) in terms of effect, DC, and uses per day. This also means the separatist doesn’t gain the domain’s higher-level ability until 2 levels later than normal. If the second domain grants additional class skills, the separatist gains these as normal.
In all other respects, this ability works like and replaces the standard cleric’s domain ability.Separatists do not gain proficiency in their deity’s favored weapon (though they are not prohibited from using it or learning its use).

Rogue-scout-At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
This ability replaces uncanny dodge.
At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability.
This ability replaces improved uncanny dodge.

vitals:

Hp:9
Base speed:40'
Bab:+0
Initiative:+5 (3 dex, 2 trait)
Ac:16
FF:13
To:14
attack bonus:+4(shortbow)
damage:1d4-1(+1d6)

saves:

Will:+5 (2base/+2wis+1race)
Fort:+4 (2base/+1con/+1race)
Ref:+6 (2base/+3dex/+1race)

feats:

alignment channel

traits:

Reactionary- You gain a +2 trait bonus on initiative checks.

Helpful-Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

Chance encounter-You always tended to get in over your head as a child, but your biggest youthful misadventure was the time you “accidentally” found yourself behind enemy lines in the Worldwound. You probably never would have made it back home to Kenabres if not for the help of a mysterious woman who helped you trick your way through a group of cultists. The woman never told you her name, but you remember her beauty and a deep sense of sadness she seemed to carry with her. Her skill with the bow was impressive as well, but the thing you remember most about her was the symbol of Desna she wore—she often held onto it without seeming to realize it, as if the connection to the goddess was something she clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit. She left your side a few moments before you were picked up by a patrol of crusaders, who finished the job of escorting you back to safety, and you’ve never seen her again. Ever since, you’ve just been lucky when it comes to trickery.
Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse.

halfling abilities:
Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

skills:
Skills: 11/level
Acrobatics +7 (1 rank/+3class/+3dex/)
Appraise +2 (0ranks/+2int)
Bluff +7 (1 rank/+3class/+3cha)
Climb (0 ranks/+3dex)
Diplomacy +7(1 rank/+3class/+3cha)
Disable device +7(1 rank/+3class/+3dex)
disguise +3 (0 ranks/+3cha)
Escape artist +7(1 rank/+3class/+3dex)
Fly
Heal
Intimidate
Knowledge arcana
Knowledge dungeoneering
Knowledge Geography
Knowledge local
Knowledge nature
Knowledge nobility
Knowledge planes +6 (1 rank/+3class/+2int)
Knowledge religion +6(1 rank/+3class/+2int)
Perception +8 (1 rank/+3class/+2wis/+2race)
Sense Motive +6 (1 rank/+3class/+2wis)
Slight of hand
Spellcraft +6 (1 rank/+3class/+2int)
Stealth +11 (1 rank/+3class/+3dex/+4size)
survival
UMD

Background Skills:
Linguistics +6 (1 rank/+3class/+2int)
Knowledge history +6 (1 rank/+3class/+2int)

rogue abilities:

Trapfinding-A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Sneak attack-+1d6

cleric abilities:

channel energy- 1d6 6/day (2 used)

Travel Domain:
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.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—teleport (greater), 8th—phase door, 9th—astral projection.

Trickery Domain:
Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat (Sp)
You can create an illusory double of yourself as a move action. This double functions as a single mirror image, and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Master’s Illusion (Sp)
At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.
Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—invisibility (mass), 9th—time stop.

spells:

0th (3/day)

Detect magic-1
create water
guidance-1
light-1
read magic
resistance
virtue

1st (2+1/day)
ant haul
bane
bless
cause fear
command-0
compel hostility
comprehend lang.-1
cure light wounds
detect demon
divine favor
doom
obscuring mist
shield of faith
longstrider
disguise self

gear:

leather armor (10 gp)
Short sword (10gp)
Short bow (30gp)
Arrows (60) (3gp)
Daggers (3) (6gp)
Backpack (2gp)
Theifs tools (30gp)
50' Silk rope (10gp)
Bullseye lantern (12gp)

Wealth:129gold

Languages:

common, halfling, goblin, gnome, infernal

party loot:

cure light wounds potion
cure light wounds potion
ring?
scale(levitate 1/day)