Race: Flonha
Type/Subtype: Humanoid
Align: LE
Size: Medium
Speed: 30'
Classes: Ritualist 6
XP Have: Need:
HD: 6
HP: 24 [42/42]
StatsAbility Scores Saving Throws
Score Mod Temp Mod Total = Base + Mod + Magic + Misc Other
Str: 8 -1 10 +0 Fort: 4 = 2 + 2 + 0 + 0
Dex: 14 +2 10 +0 Ref: 4 = 2 + 2 + 0 + 0
Con: 8 -1 15 +2 Will: 4 = 5 + -1 + 0 + 0
Int: 14 +2 10 +0 Initiative
Wis: 8 -1 10 +0 Total = Dex + Misc
Cha: 21 +5 10 +0 2 = 2 + 0
Special:Bloody Terror (+5 Intimidate, -5 to Cha skills except UMD)
Combat
Total Armor Shield Dex Size Nat Defl Misc
AC : 19 = 10 + 5 + 0 + 2 + 0 + 0 + 2 + 0
Touch: 12 Flat-Footed: 15
Total Base Dex Misc Total Base Dex Misc
Melee : 5 = 3 + 2 + 0 Ranged : 5 = 3 + 2 + 0
WEAPON AB DAM CRIT RNG WGHT SIZE TYPE PROPERTIES
MW Light Crossbow +6 1d8 P 19-20/x2 80' 4 M R S Masterwork
Dagger +5 1d4-1SP 19-20/x2 10' 1 M L S
Light Mace +5 1d6-1 B x2 - 4 M L S
Gore +5 (1d3-1)
ARMOR CHECK MAX SPELL
ARMOR TYPE BONUS PENALTY DEX FAIL SPEED WGHT PROPERTIES
MW Chain Shirt +1 Light +5 -1 +4 20% 30' 25 Masterwork, Quick-Escape Mod
Notes: LanguagesFlonha
Hanian
Llethu
Trade Common
FeatsDextrous Combatant
Dominant
Fallen Soul [Ritual]
Morphic Ritual [Ritual]
Racial Features- Empathic Telepathy (Su): A Flonha can sense creatures being wounded within 500 ft. of their location, and knows the rough direction and distance, but nothing else about those creatures.
- Transfer the Pain (Su): As a standard action, a Flonha can transfer 2d10 hit points of damage from a creature she touches to herself. She gains fast healing 1 until the damage is healed. This healing only applies to damage transferred to herself. She cannot transfer or heal more than half her normal maximum hit points in a day.
- Healing Touch (Su): A Flonha can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points equal to her character level * twice her Charisma modifier (60). The Flonha may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. She may instead use this touch to heal a poison or a disease. If she does so, that poison or disease counts as a number of hit points equal to the DC required to save against it. This is a standard action.
- Unusual Anatomy: Due to certain quirks in how Flonha react to magical healing, none of their racial abilities work on other Flonha, and they reduce all healing received by -1 hit point per die
Class Features- Bloody Terror (Ex): Whenever the ritualist is under the effect of a ritual, he gains a +1 bonus to Intimidate for every ritualist level he has. He takes an equal penalty to all other Charisma–based skills except Use Magical Device.
- Grasp the Lifeblood (Su): As a standard action, the ritualist calls for the blood of the creature to slow and harden, damaging its ability to move and to think. The target must make a Will save of ten plus ½ ritualist level (minimum of one) plus his Charisma modifier. If the target fails, it is entangled and slowed. If the target succeeds at the save, remove all effects from Grasp the Lifeblood, and the target is immune to Grasp the Lifeblood for one hour. If the target falls below 20% of its hit points or 10 hit points, whichever is greater, it becomes paralyzed instead of entangled or slowed. The duration is concentration. The target must be a living creature, and must be within 60' of the ritualist. This is a mind-affecting ability.
As a move-action, the ritualist may attempt to brainlock the target. If the target fails a Will save of ten plus 1/2 ritualist level (minimum of one) plus his Charisma modifier, that target is paralyzed and immobile for six minutes per ritualist level. If the target succeeds at the save, remove all effects from Grasp the Lifeblood, and the target is immune to Grasp the Lifeblood for one hour. Only one creature may be under the effect of Grasp the Lifeblood at a time.
Against undead creatures, this ability serves only to slow them, should they fail their saving throw. It is not considered mind-affecting for these creatures.
- Sacrificial Armor: At 2nd level, a ritualist gains a deflection bonus to his armor class equal to the highest level of ritual currently affecting him.
- Siphoning Touch 4d6 (Su): The ritualist can feel the essence of his enemies flowing through their blood, and is trained in the manipulation and control of their forms, and their very energy. At this most basic level, he simply knows how to damage and to siphon a little energy. At higher levels, he gains more sophisticated abilities. This melee touch attack always deals damage as indicated on the table above. Siphoning Touch does not function on non-living creatures.
Draining Touch: The ritualist tugs on the essence of the creature in front of him, disrupting it slightly. He gains temporary hit points equal to one half the damage dealt. The temporary hit points disappear 1 hour later. If the creature fails a Will save against 10 + ½ class level + Charisma modifier, it is dazed for one round.
Arresting Touch: The ritualist sends shivers through the body of his foe, locking it tightly in place. He deals no damage with this attack. Instead, if the creature fails a Will save against 10 + ½ class level + Charisma modifier, it is stunned for one round for every 1d6 damage that would be dealt
- Shatter Resistance (Su): The ritualist clutches the lifeforce of a helpless foe, causing its barriers to his power to crumble. The target must make a Will save of ten plus ½ ritualist level plus his Charisma modifier. If it fails, the creature becomes charmed by the ritualist. If his ritualist level is nine or above, he instead becomes dominated. This is a mind-affecting ability that can be used twice per day, and has a duration of one minute per ritualist level. If the target makes its save, it does not cost the ritualist one of his two uses per day.
- A Heart's Beat (Su): As a move action, the ritualist can detect the location of all living (no undead or constructs) creatures within five feet per ritualist level for one
round. This includes invisible creatures, but not those on the ethereal or other planes. At level 11, this ability lasts for one round per ritualist level. At level 16, the duration increases to one minute per ritualist level. He may use this ability once per hour.
- Undying (Su): When below a quarter of his total hit points, the ritualist gains fast healing equal to the bonus provided by his Sacrificial Armor class feature.
RitualsLvl 1
- Hematic Theft
- Shroud Self, Minor
- Star of Self
- Streaked Countenance
Lvl 2
- Blood Calls to Blood
- Bloodforce, Lesser
- Enervating Star
- Speed of the Fallen
SkillsMax Ranks(0); CC Max Ranks(0); ACP(0)
Key Skill Ability Misc
Name Ability Mod Mod Ranks Mod
Animal Affinity Cha 8 = 5 + 3 + 0
Intimidate Cha 14 = 5 + 9 + 0
Knowledge (Arcana) Int 9 = 2 + 5 + 2
Knowledge (History) Int 3 = 2 + 1 + 0
Knowledge (Religion) Int 9 = 2 + 5 + 2
Knowledge (Rituals) Int 11 = 2 + 5 + 4
Mentalism Int 11 = 2 + 9 + 0
Spellcraft Int 13 = 2 + 9 + 2
Thievery* Dex 11 = 2 + 9 + 0
*Skill suffers armor check penalty (Penalty is doubled for Swim) Equipment
Mundane Gear
Dagger
Light Mace
Masterwork Light Crossbow (w/ 50 bolts)
Expandable Pole
Flint & Steel
10 torches
50' silk rope
Cow (30gp, light horse stats but with gore attack)
Magical Gear
Armor: Chain Shirt +1 (+Quick-Escape Mod)
Shoulders: Cloak of Charisma +2
Throat: Amber Amulet of Vermin (giant wasp)
Waist: Healing Belt
Feet: Boots of Stomping
Everlasting Rations
Valuables
808gp
Active Rituals- Shroud Self, Minor (Lvl1, 3HD (free)) for Con 15 and natural attack: gore +5 (1d3-1)
- Speed of the Fallen (lvl2, 3HD) for 60ft land speed