The Crimson Milanite

Priest of Milani, owner and proprietor of The Rusty Morningstar

Description:

Cleric 1/ Vigilante 1
HP: 18
AC: 19
Initiative: +1
BAB: 0
Speed: 20ft

XP: 2005/5000

Stats:
Str 13 | +1
Dex 14 | +2
Con 14 | +2
Int 10 | -
Wis 12 | +1
Cha 16 | +3

Saves:
Fort | +4
Reflex | +4
Will | +5

|Proficiency|
*Light Armor
*Medium Armor
*Shields (not Tower)
*Martial Weapons
*Simple Weapons

|Skills|

*Acrobatics (1) | + 6
*Bluff (1) | + 9
*Craft (1) | + 5
*Diplomacy (2) | + 11
*Disguise (1) | + 9
*Perception (1) | + 5
*Sense Motive (1) | + 7
*Slight of Hand (1) | + 6
*Stealth (1) | + 6
*Use Magic Item (1) | + 7

|Feats|
*Toughness (Campaign)
*Deceitful (+2 Bluff/Disguise)
*Conceal Spell

|Traits|
*Talented Organizer:
You gain a +1 trait bonus on Sense Motive skill checks, and Sense Motive is a class skill for you.

*Natural Born Leader:
Whenever you found yourself involved in a group effort in the past, be it working with siblings to handle a family emergency, conspiring with friends to orchestrate a prank, or throwing in with coworkers to take care of an unanticipated complication at work, you tended to end up in a position of leadership. It might be unclear to you why this is the case, or you might deliberately seek out such positions, knowing you can organize any group to be something greater than the sum of its parts, but your knack for managing groups has always pushed you to the front of any operation you’ve found yourself a part of.

You excel in the role of manager. You treat your Charisma score as if it were 14 (or 2 points higher than its actual score if your actual Charisma is already 14 or
higher) for the purposes of determining how many teams you can manage in the rebellion, and for the purposes of determining the bonus you add to your managed teams’ actions. In addition, you gain a +1 trait bonus to your Leadership score if you take the Leadership feat.

|Cleric Abilities|

*Aura (Ex)

A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details

  • Channel Energy (Su)

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

|Domain|

Freedom:
Liberty’s Blessing (Sp): You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier.

|Vigalante Abilities|

*Dual Identity

*Seamless Guise

*Vigilante Specialization: Stalker:

A stalker gains an ability called hidden strike, which allows him to deal an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of his presence, who consider him an ally, or who are made flat-footed by startling appearance. This extra damage increases by 1d8 at 3rd level and every 2 vigilante levels thereafter. A stalker vigilante can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s. A stalker can deal hidden strike damage against targets with concealment (but not total concealment).

Social Talent
*
Social Grace (Diplomacy): The vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. Whenever the vigilante is in his social identity, he receives a +4 circumstance bonus on checks with the selected skill. At 5th level and every 4 levels thereafter, he can select another skill (with the same restrictions) to gain this bonus.

|Items|
Shield
Morningstar
Scalemail
Thrune Pendant
Scroll of Cure Light Wounds (2)
Scroll of Weaponwand
Wand of Cure Light Wounds (48)

|Currency|
PP:
GP: 536
SP: 3
CP: 3

Gems:
Other:

Bio:

The Crimson Milanite

Hell's Rebels HLB