Patenemheb Sitayet
Male Human Scholar 5
Yar-Ammonite (Enlightened)
Init -4; Senses Perception +14 (+18 stonework), Sense Motive +12
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 [Intelligent Defense +4]
hp 36 (5 HD; 5+0)
Fort +1, Ref +4, Will +8
[Silken Ceremonial Armour +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Mwk. Bronze Curved Dagger To hit +4; Damage 1d4; critical 18-20/x2; P or S; Fragile
Mwk. Long Staff To hit +4; Damage 1d6; critical 20/x2; B.; Reach
Ranged
--------------------
Statistics
--------------------
Yar-Ammonite: +2 Int; Enlightened: +2 Wis
Str 10, Dex 10, Con 10, Int 19, Wis 18, Cha 10
Base Atk +3; CMB +3; CMD 13
Feats
L1: Medical Expert, Scholar: Skill Focus (Knowledge Religion), Focused Study: Skill Focus (Heal)
L3: First Aid
L5: Combat Advice
First Aid
Prerequisite: Wis 13, Heal 1 rank
Benefit: When you perform first aid on a patient with less than 0 hit points, they gain enough temporary hit points to raise their total to 0. These temporary hit points last for one minute. If the loss of these temporary hit points brings the patient below 0 hit points, they are automatically stable. In addition, you gain a +2 competence bonus on Heal checks.
Medical Expert
Prerequisite: Wis 13, Heal 1 rank
Benefit: When you use the Heal skill to treat deadly wounds, you may add ½ your ranks in Heal to the amount of damage healed. Patients who rest fully gain the benefits of two days of treatment for every day spent under your care.
Skill Focus
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
Traits
Battlefield Surgeon (religion trait)
You’re skilled at both dealing and repairing wounds.
Benefit(s) Heal is a class skill for you, and you can use the treat deadly wounds aspect of Heal 1 additional time per creature per day.
Student of Philosophy (social trait)
You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others.
Benefit(s): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).
Languages Yar-Ammonite, Ancient Yar-Ammonite, Khazistani, Lamuran, Susrahnite, Taraamite, Tharag Thulan, Zadjite, Elder Kuthan, Ptahaanan, Yalothan
Skills
"0 Level Class" - A youth by the great river, an adulthood of priestly and medical duties, a middle age of hiding his faith from increasing Zothur zealotry.
8 HP
Bluff, Disguise, Stealth, Swim
4 skill ranks
Class Skills
The scholar’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (all) (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).
Skill Ranks per Level: 12 (6 +4 Int +1 skilled +1 favoured class) (scholar)
Armour Check Modifier: +0
Acrobatics +0 |+0 Dex
+Appraise +8 |+4 Int +1 rank +3 class skill
+Bluff +10 /+14 |+0 Cha +5 rank +3 class skill (+4 Int instead of Cha if lying)
Climb +0 |+0 Str
+Craft (alchemy) +12 |+4 Int +5 rank +3 class skill
+Craft (calligraphy) +8 |+4 Int +1 rank +3 class skill
+Diplomacy +8 /+12 |+0 Cha +5 rank +3 class skill (+4 Int instead of Cha if persuading)
+Disable Device* +8 |+0 Dex +5 rank +3 class skill
+Disguise +6 |+0 Cha +3 rank +3 class skill
Escape Artist +0 |+0 Dex
Fly +0 |+0 Dex
Handle Animal* -- |+0 Cha untrained
+Heal +17 |+4 Wis +5 rank +3 class skill +2 competence +3 skill focus
Intimidate +0 |+0 Cha
+Knowledge Arcana* +12 |+4 Int +1 rank +3 class skill +2 racial +2 lore
+Knowledge Dungeoneering* +10 |+4 Int +1 rank +3 class skill +2 lore
+Knowledge Engineering* +10 |+4 Int +1 rank +3 class skill +2 lore
+Knowledge Geography* +10 |+4 Int +1 rank +3 class skill +2 lore
+Knowledge History* +10 |+4 Int +1 rank +3 class skill +2 lore
+Knowledge Local* +10 |+4 Int +1 rank +3 class skill +2 lore
+Knowledge Nobility* +10 |+4 Int +1 rank +3 class skill +2 lore
+Knowledge Nature* +10 |+4 Int +1 rank +3 class skill +2 lore
+Knowledge Planes* +10 |+4 Int +1 rank +3 class skill +2 lore
+Knowledge Religion* +13 |+4 Int +1 rank +3 class skill +3 skill focus +2 lore
+Linguistics* +12 |+4 Int +5 rank +3 class skill (+2 to decipher writing)
+Perception +14 /+18 |+4 Wis +5 rank +3 class skill +2 racial (+4 on stonework)
+Perform +0 |+0 Cha
+Profession (herbalist) +10 |+4 Wis +3 rank +3 class skill
Ride +1 |+0 Dex +1 rank
+Sense Motive +12 |+4 Wis +5 rank +3 class skill
Sleight of Hand* -- |+0 Dex
+Spellcraft* +8 /+ 13 |+4 Int +1 rank +3 class skill +level to identify
+Stealth +4 |+0 Dex +1 rank +3 class skill
+Survival +8 |+4 Wis +1 rank +3 class skill
+Swim +4 |+0 Str +1 rank +3 class skill
+Use Magic Device* +4 |+0 Cha +1 rank +3 class skill
Special Qualities
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.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
+2 racial bonus to Knowledge (arcana) and Perception skills
Stonecunning
+2 racial bonus on Perception checks to notice unusual stonework, detect unusual stonework within 10 feet with Perception check even if not actively searching, use the Perception skill to find stonework traps as a rogue can, and intuit depth underground.
Expert Builder: Enlightened ones receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Uncanny: Once per day, the enlightened can re-roll any dice roll, but must keep the second result, regardless of the outcome.
Also, enlightened characters who reach at least 2nd level before the normal human Middle Age (35 years) gain longevity and use the following age categories instead: Middle Age (100 years), Old (200 years), Venerable (300 years), Maximum Age (300 + 3d100 years).
Conceited: Too confident in their own abilities, enlightened ones often underestimate their enemies. They suffer a -4 penalty to Initiative checks.
--------------------
Special Abilities
--------------------
Weapon and Armor Proficiency
Scholars are proficient with simple weapons, plus the hand crossbow. They are not proficient with any armor or shields.
Lore +2
A scholar adds half her class level (minimum +1) to all Knowledge checks and may make all Knowledge checks untrained.
Smart Defense (Ex)
A scholar adds her Intelligence bonus to her armor class. Any time she would lose her Dexterity bonus to AC, she loses her Int bonus, as well.
Knowledge Focus (Ex)
The scholar gains Skill Focus in any one Knowledge skill of her choice.
Bonus Languages
A scholar may choose any non-secret languages as bonus languages.
Scholar Secrets
Wise Counsel (Ex): As a full round action, the scholar can aid an ally and grant an insight bonus equal to the scholar’s Wis bonus on the check.
Minor Mysticism (Sp): A scholar with this talent gains the ability to cast a 0-level spell from the cleric spell list. This spell can be cast three times per day as a spell-like ability. The caster level for this ability is 10 + the scholar’s level. The save DC for this spell is 10 + the scholar’s Wisdom modifier. The scholar must have a Wisdom of at least 10 to select this talent.
Evasion (Ex)
At 2nd level and higher, a scholar can avoid even magical and unusual attacks with great agility. If she makes a successful 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 scholar is wearing light armor or no armor. A helpless scholar does not gain the benefits of evasion.
Tough-Minded (Ex)
At 2nd level and above, the scholar heals one point of Intelligence, Wisdom, and Charisma damage every 24 hours.
Identify Magic Items (Ex)
At 3rd level, the scholar may use her knowledge to identify magical items. She may examine the item as with the spell detect magic, and may add her level to the Spellcraft check to determine its properties.
Trap Sense (Ex) +1
At 3rd level, a scholar gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus against attacks made by traps. These bonuses increase by +1 every three scholar levels. Trap sense bonuses gained from multiple classes stack.
In the Bag (Ex)
A scholar of 4th level and higher can retrieve needed items very quickly. Once per round, she may ready an item as a standard action if it would normally be a full round action, a move action if it would normally be a standard action, and a swift action if it would normally be a move action.
Decipher Script (Ex)
At 5th level, the scholar gains +2 on Linguistics checks to decipher writing.
Lore Master (Ex)
At 5th level, the scholar becomes a master of lore and can take 10 on any Knowledge check that she has ranks in. A scholar can choose not to take 10 and can instead roll normally. In addition, once per day, the scholar can take 20 on any Knowledge check as a standard action. She can use this ability one additional time per day for every six levels she possesses beyond 5th.
Appearance and Personality:
Patenemheb Sitayet has the distinctive height, slender build, abnd bronze skin of his people. Those familiar with the Yar-Ammonite may realise that he has the features of a nobleman, but not the traditional golden pectorals and beast mask. His black eyes are clear and look carefully and unhurridly at whatever takes his interest. He is a thoughtful man, not prone to haste or rash action.
Background:
Patenemheb Sitayet was a noble scion in the days when the beast cults still held sway over Yar-Ammonite, born near the Great River. He took well to the scholarly life, and was inducted into the cult of Sekhmet, in one of the most prestigious Houses of Life. He proved a gifted student, and devoured knowledge. In particular, he read ancient scrolls and tablets of the elder civilisations, learning their tongues. And knowing of their rise and fall.
When the Pharoah decreed Zothur to be the sole god of Yar-Ammon, Patenemmheb tried to practice his faith quietly. But over the years, the zealots of Zothur made it increasingly difficult. He had to learn how to lie, and hide himself away from sight. This proved a distraction from his medical and intellectual pursuits. Above all, he sought to understand the rise and fall of civilisations. How it happened, and if such fate could be changed. Especially for Yar-Ammon.
Thus, he has left his homeland behind in search of new knowledge.