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Garnfellow's World [Updated 12.26.05]
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<blockquote data-quote="Garnfellow" data-source="post: 2762753" data-attributes="member: 1223"><p>A thin man of medium height and build in his early thirties, Clement has a fair complexion and dark, thinning hair. He has the tonsure of a clerk in minor orders, although he dresses foppishly in a red tunic with ornate embroidery. Clement's father was a poor knight who reluctantly sent his son to the cathedral school at Canglen. There Clement met Vandoren and the two young men became fast friends.</p><p></p><p>Eventually, however, Clement was forced to leave for excessive drunkenness and gambling. Lazy and sardonic, with a sharp tongue and a ribald sense of humor, Clement spent several wasted years as a wandering vagabond, always looking for a fast coin. He fell in with Hamral and traveled with the consortes for a few years. </p><p></p><p>However, Clement fell in love with Cynthia, the pretty young daughter of the Heremac merchant Geoffrey Carder. Clement married her and and they have son named Simon. Somewhat reformed as new family man, Clement completed his studies in Canglen, and returned to Heremac where he has practiced medicine.</p><p></p><p>Clement's full alert and improved evasion talents are taken from the Game Mechanics' Modern COmpanion Vol. 2.</p><p></p><p><strong>CLEMENT BARBOUR --------------------- CR 13</strong></p><p>Male human Fast hero 7/Charismatic hero 3/Dedicated hero 3</p><p>CG Medium humanoid</p><p><strong>Init</strong> +7; <strong>Senses</strong> Listen +3, Spot +3</p><p><strong>Languages</strong> Common</p><p>-----</p><p><strong>AC</strong> 34, touch 24, flat-footed 28; Dodge, improved evasion, Mobility</p><p><strong>hp</strong> 69 (13 HD)</p><p><strong>Fort</strong> +9, <strong>Ref</strong> +13, <strong>Will</strong> +10</p><p>-----</p><p><strong>Spd</strong> 35 ft</p><p><strong>Melee</strong> <em>+2 quarterstaff</em> +10/+5 (1d6) or</p><p><em>+2 quarterstaff</em> as double weapon +8/+3/+8 (1d6)</p><p><strong>Ranged</strong> mwk sling +12/+7 (1d4)</p><p><strong>Base Atk</strong> +8; <strong>Grp</strong> +8</p><p>-----</p><p><strong>Abilities</strong> Str 10, Dex 16, Con 10, Int 14, Wis 10, Cha 14</p><p><strong>SQ</strong> charm, favor, full alert, healing knack, increased speed, skill emphasis (Heal)</p><p><strong>Starting Occupation</strong> Student (Knowledge (history, religion), Perform (poetry) as class skills)</p><p><strong>Feats </strong>Armor Proficiency (light), Dodge, Improved Toughness, Iron Will (b), Mobility (b), Point Blank Shot (b), Skill Focus (heal), Simple Weapons Proficiency (b), Spring Attack, Stealthy (b), Two-Weapon Fighting, Weapon Finesse (b)</p><p><strong>Skills</strong> Balance +11, Bluff +7, Craft (writing) +5, Diplomacy +9, Escape Artist +7, Gather Information +9, Hide +14, Intimidate +6, Knowledge (history) +7, Knowledge (local) +15, Knowledge (nature) +5, Knowledge (religion) +10, Heal +15, Listen +3, Move Silently +14, Profession (physick) +3, Read/Write Language (Tynan), Perform (poetry) +6, Sense Motive +3, Sleight of Hand +9, Spot +3, Tumble +12</p><p><strong>Possessions</strong> <em>+3 chain shirt</em>, <em>+2 quarterstaff</em>, <em>cloak of resistance +3</em>, <em>ring of protection +2</em>, masterwork sling, 50 sling bullets, healer’s kit, vial of antivenom (2)</p><p>-----</p><p><strong>Improved Evasion (Ex):</strong> If the Clement is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Clement suffers no damage if he makes a successful saving throw and only half damage on a failed save. Improved evasion can only be used when wearing light armor or no armor.</p><p><strong>Charm (Ex):</strong> Clement gets a +3 bonus on all Charisma-based skill checks made to influence females. Clement can only charm NPCs with attitudes of indifferent or better. The charm bonus can't be used against characters who are unfriendly or hostile.</p><p><strong>Favor (Ex):</strong> Clement has the ability to acquire minor aid from anyone he meets. By making a favor check, Clement can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure. Clement spends 1 action point to activate this talent. To make a favor check, roll a d20 and add +3. The DM sets the DC based on the scope of the favor being requested. Clement can't take 10 or 20 on this check, nor can he retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable Clement to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor check.</p><p><strong>Full Alert (Ex):</strong> Clement gets a +4 circumstance bonus on initiative checks. This bonus stacks with the one provided by the Improved Initiative feat.</p><p><strong>Healing Knack (Ex): </strong>Clement has a knack for the healing arts and receives a +2 bonus on all Heal skill checks.</p><p><strong>Increased Speed (Ex): </strong>Clement's base speed increases by 5 feet.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 2762753, member: 1223"] A thin man of medium height and build in his early thirties, Clement has a fair complexion and dark, thinning hair. He has the tonsure of a clerk in minor orders, although he dresses foppishly in a red tunic with ornate embroidery. Clement's father was a poor knight who reluctantly sent his son to the cathedral school at Canglen. There Clement met Vandoren and the two young men became fast friends. Eventually, however, Clement was forced to leave for excessive drunkenness and gambling. Lazy and sardonic, with a sharp tongue and a ribald sense of humor, Clement spent several wasted years as a wandering vagabond, always looking for a fast coin. He fell in with Hamral and traveled with the consortes for a few years. However, Clement fell in love with Cynthia, the pretty young daughter of the Heremac merchant Geoffrey Carder. Clement married her and and they have son named Simon. Somewhat reformed as new family man, Clement completed his studies in Canglen, and returned to Heremac where he has practiced medicine. Clement's full alert and improved evasion talents are taken from the Game Mechanics' Modern COmpanion Vol. 2. [B]CLEMENT BARBOUR --------------------- CR 13[/b] Male human Fast hero 7/Charismatic hero 3/Dedicated hero 3 CG Medium humanoid [B]Init[/b] +7; [B]Senses[/b] Listen +3, Spot +3 [B]Languages[/b] Common ----- [B]AC[/B] 34, touch 24, flat-footed 28; Dodge, improved evasion, Mobility [b]hp[/b] 69 (13 HD) [B]Fort[/b] +9, [B]Ref[/b] +13, [B]Will[/b] +10 ----- [B]Spd[/b] 35 ft [B]Melee[/b] [i]+2 quarterstaff[/i] +10/+5 (1d6) or [i]+2 quarterstaff[/i] as double weapon +8/+3/+8 (1d6) [B]Ranged[/b] mwk sling +12/+7 (1d4) [B]Base Atk[/b] +8; [B]Grp[/b] +8 ----- [B]Abilities[/b] Str 10, Dex 16, Con 10, Int 14, Wis 10, Cha 14 [B]SQ[/B] charm, favor, full alert, healing knack, increased speed, skill emphasis (Heal) [B]Starting Occupation[/b] Student (Knowledge (history, religion), Perform (poetry) as class skills) [B]Feats [/b]Armor Proficiency (light), Dodge, Improved Toughness, Iron Will (b), Mobility (b), Point Blank Shot (b), Skill Focus (heal), Simple Weapons Proficiency (b), Spring Attack, Stealthy (b), Two-Weapon Fighting, Weapon Finesse (b) [B]Skills[/b] Balance +11, Bluff +7, Craft (writing) +5, Diplomacy +9, Escape Artist +7, Gather Information +9, Hide +14, Intimidate +6, Knowledge (history) +7, Knowledge (local) +15, Knowledge (nature) +5, Knowledge (religion) +10, Heal +15, Listen +3, Move Silently +14, Profession (physick) +3, Read/Write Language (Tynan), Perform (poetry) +6, Sense Motive +3, Sleight of Hand +9, Spot +3, Tumble +12 [B]Possessions[/b] [i]+3 chain shirt[/i], [i]+2 quarterstaff[/i], [i]cloak of resistance +3[/i], [i]ring of protection +2[/i], masterwork sling, 50 sling bullets, healer’s kit, vial of antivenom (2) ----- [B]Improved Evasion (Ex):[/b] If the Clement is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Clement suffers no damage if he makes a successful saving throw and only half damage on a failed save. Improved evasion can only be used when wearing light armor or no armor. [B]Charm (Ex):[/b] Clement gets a +3 bonus on all Charisma-based skill checks made to influence females. Clement can only charm NPCs with attitudes of indifferent or better. The charm bonus can't be used against characters who are unfriendly or hostile. [B]Favor (Ex):[/b] Clement has the ability to acquire minor aid from anyone he meets. By making a favor check, Clement can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure. Clement spends 1 action point to activate this talent. To make a favor check, roll a d20 and add +3. The DM sets the DC based on the scope of the favor being requested. Clement can't take 10 or 20 on this check, nor can he retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable Clement to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor check. [B]Full Alert (Ex):[/b] Clement gets a +4 circumstance bonus on initiative checks. This bonus stacks with the one provided by the Improved Initiative feat. [B]Healing Knack (Ex): [/b]Clement has a knack for the healing arts and receives a +2 bonus on all Heal skill checks. [B]Increased Speed (Ex): [/b]Clement's base speed increases by 5 feet. [/QUOTE]
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