Showing posts with label ifrit. Show all posts
Showing posts with label ifrit. Show all posts

Friday, August 10, 2018

Boanerges's character sheet 3/3 (Fantasy Friday #8)

Medium-size outsider (native)
Aura: good (moderate; only in vigilante identity); Senses: Darkvision 60 ft.; Perception +4

Strength 11 (0)
Dexterity 17 (+3)
Constitution 17 (+3)
Intelligence 12 (+1)
Wisdom 7 (-2)
Charisma 15 (+2)

Hit Points: 28
Saves: Fort +4 (+1 class + 3 Con), Ref +6 (+3 class + 3 Dex), Will +1 (+3 class - 2 Wis)
Base Attack Bonus: +2
Base Speed: 30 feet
Special Qualities: Redemption inquisition, splintered identity (CN social, CG vigilante)*
Talents: Harsh judgment (purity +1, 1/day; vigilante)**, quick change (social)*, social grace (Intimidate; social)***
Special Defenses: Fire in the blood****, fire resistance 5
Spell-Like Abilities: 1/day ~ burning hands (CL 1; DC 13)
Skills: Acrobatics +9 or +13 (3 ranks + 3 Dex + 3 class)*****, Diplomacy +4 (0 ranks + 2 Cha + 2 inquisition), Disguise +2 or +22 (0 ranks + 2 Cha)******, Intimidate +8 or +12 (3 ranks + 2 Cha + 3 class)**, Knowledge (planes) +7 (3 ranks + 1 Int + 3 class), Knowledge (religion) +7 (3 ranks + 1 Int + 3 class), Perception +4 (1 rank - 2 Wis + 3 class + 2 inquisition), Ride +7 (1 rank + 3 Dex + 3 class), Sense Motive 0 (0 ranks - 2 Wis + 2 inquisition), Survival +2 (1 rank - 2 Wis + 3 ranks)
Feats: Celestial Obedience (Awi), Cosmopolitan (Celestial, <language>, arcana, planes), Improved Unarmed Strike (B), Light Armor Proficiency (B), Martial Weapon Proficiency (all) (B), Medium Armor Proficiency (B), Shield Proficiency (B), Simple Weapon Proficiency (B)
Traits: Impressive Presence (DC 13)*******, Redeemer********
Languages: Celestial, Ignan, <insert national language here>, <insert other language>, <insert other language>
Equipment: Belt of tumbling, armbands of the brawler*********, 1 dose seer’s tea**********, 1 dose war paint of the terrible visage***********, masterwork whacking stick************, masterwork leather armor, 2 traveller’s outfits, large darkwood shield, woven backpack, light blanket, bottle calabash, 2 wooden boxes (used instead of leather belt pouches), wooden headrest, wooden game board, 3 doses healing salve*************, 4 doses marsh water**************, iron fishhook, iron pot, iron sewing needle, tent, disguise kit, silver holy symbol of Awi, 1 piece papyrus, 1 piece charcoal, labor elephant, Huge pack saddle, 3 days elephant feed, 8 days of trail rations, 1 gp, 7 sp, 9 cp.

* Splintered Identity (Ex): A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large. The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret. Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements. A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment. Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist. A splintersoul’s two identities are even more distant from one another than those of a normal vigilante. He cannot use any of his vigilante talents while in his social identity. However, for the purpose of qualifying for classes, feats, and other abilities, he is eligible if one of his alignments meets the requirements. While in an identity whose alignment is incompatible with an ability, class, or feat, he temporarily loses access to the feat or ability or is treated as an ex-member of the class, as appropriate. For example, a splintersoul with barbarian levels, a lawful-good social identity, and a neutral vigilante identity can’t use his vigilante talents or his rage class feature while in his social identity, but he regains these abilities and can use them as normal as soon as he changes to his vigilante identity. A splintersoul with paladin levels must follow the paladin’s normal code of conduct while in a lawful-good identity, but while in an identity with a different alignment, the following changes apply to his code: Willingly committing an evil act (for example, casting a spell with the evil descriptor) still causes the vigilante to become an ex-paladin, but otherwise, he can do whatever else he feels is necessary to uphold the causes of law and good. He should strive to act with honor and uphold the tenets of his faith, but failing to do so is not a violation of his code. At the GM’s discretion, other classes or archetypes with similarly strict codes of conduct can also follow a less strict version of a code of conduct while in an identity with an incompatible alignment.
Quick Change (Ex): The vigilante learns to shift between his identities with ease. Instead of needing 1 minute to change his identity, he can now do so as a full-round action. If, after a quick change, he encounters any creature familiar with both of his identities, he must attempt a Disguise check to avoid the creature seeing through his hastily donned disguise and realizing that the identities are, in fact, the same person. The vigilante can spend 1 additional round adjusting and perfecting his appearance and persona to negate the need for this check.

** A vigilante with this talent can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the vigilante receives a bonus or special ability based on the type of judgment made. At 1st level, a vigilante can use this ability once per day. At 4th level and every three levels thereafter, the vigilante can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The vigilante must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. Purity: The vigilante is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

*** Social Grace: 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.

**** Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrit can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

***** Belt of Tumbling: Aura: faint transmutation; CL 1st; Weight 1 lb. This thin and flexible cotton cord is meant to be wrapped several times around wearer’s waist. The belt’s wearer gains a +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space.

****** Seamless Guise (Ex): A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.

******* Impressive Presence: Your grandiose posturing often makes it difficult for anyone to concentrate around you. Once per day as a full-round action, you may attempt to distract adjacent foes with a lengthy display of your martial prowess. All adjacent foes must succeed at a Will save (DC 10 + 1/2 your level + your Charisma modifier) or gain the shaken condition. This condition persists for 1 round.

******** Redeemer (Faith): You’ve always held the strong belief that morality is everyone’s choice, and that those who act in wicked ways have simply never been shown how their actions truly affect others. If they could be shown their errors, then they would accept a more positive course of action—and you have just enough patience to see this through. When acting as a sponsor for an evil creature seeking redemption, your patience and kindness grant the creature a +3 bonus on its save rather than a +1 bonus.

********* Armbands of the Brawler: Aura: faint transmutation; CL 3rd; Weight 1 lb. These scarred and worn armbands have clearly seen rough use, and are constructed out of coarse leather and fastened with thick leather straps. They grant their wearer a +1 competence bonus on grapple checks and checks to break a grapple.

********** Seer’s Tea: Aura: faint divination; CL 3rd; Weight —. This rich tea can be made from any number of herbs. When the tea is brewed without a filter and imbibed, the drinker can read the patterns in the leaves remaining at the bottom of her cup, gaining the benefits of an augury spell. Additionally, the unbrewed tea can be used as an extra material component when casting augury, removing the need for a focus. In this case, the caster instead reveals information as if she had cast divination instead.

*********** Warpaint of the Terrible Visage: Aura: faint necromancy; CL 1st; Weight —. This thimble-sized clay container of thick, moist face paint has enough material to paint streaks and whorls of any color on one creature’s face. Once applied, the wearer can, as a swift action, make the paint rearrange itself into a ghastly mélange of colors, making her appearance momentarily disturbing and hideous. The wearer chooses one creature who can see her painted face within 30 feet to be affected by cause fear (DC 11). Once the paint is used in this fashion, it loses all magic and becomes normal face paint. Once applied, the wearer has 24 hours to use the paint’s magic; otherwise it fades away.

************ Whacking Stick: Damage: 1d4 B&P or 1d6 B; Critical: x2; Range Increment: 10 feet; Weight: 1 lb. The whacking stick looks like a club, but is closer in function to brass knuckles. The head of a whacking stick is made from the hardened root bulb of a sapling, and is either sharpened to a dull point, or carved into flanges or facets like a mace. The tail end of the haft is sharpened as well. The head of the whacking stick is grasped in the hand and used for punching attacks, while the haft is allowed to trail along the forearm for use as a makeshift buckler. The grip on the weapon can also be reversed, still grasping the head but jabbing with the pointed end of the haft. Finally, the haft of the weapon can be used as a grip, allowing the user to swing it like a club. If the user is fighting defensively, the whacking stick adds an additional +1 to the user’s AC to represent the added defense provided by using the haft as a makeshift buckler. A whacking knife cannot be used defensively on the same arm as a sheathed arm knife. If used as a club, the whacking stick inflicts 1d6 points of damage, but it inflicts blunt damage instead of blunt/piercing damage, and the haft shatters on a natural roll of 1.

************* When applied directly to a wound, these herbal balms speed healing and produce a sedative effect. They are not especially useful in the heat of combat, as it can take several hours for the sedative effect to wear off and for the subject to return to normal. A healing salve converts 1d4 points of damage into the same amount of subdual damage. The subdual damage heals at the normal rate of 1 hp per character level per hour of rest. For one hour after the use of a healing salve, the user is drowsy; drowsy characters suffer -1 to all skill and ability checks, attack rolls, and saving throws. A healing salve can only be effectively used once per hour ~ penalties and healing do not stack with multiple uses during that time ~ though subsequent application after an hour’s wait do convert more damage.

************** This liquid, distilled from the bark of trees, provides partial protection from malaise, a common but occasionally dangerous ailment caused by mosquito bites. Drinking marsh water allows a victim to take 10 on any saving throws against malaise for one week.

Friday, August 3, 2018

Boanerges's character sheet 2/3 (Fantasy Friday #7)

Personality: The Fifty encourage their members to be vain and swaggering, stylish bravos intimidating their opponents by means of their number, their volume, their indomitable confidence, and the panache with which they fight. Boanerges internalized all of that, seeking glory through tricks and acrobatics and flashy flourishes. Little is fully serious to him and everything can invite a joke or a wry chuckle, often tinged with the burning cruelty almost reflexive among the Fifty. That cruel streak shows itself on the scrap of papyrus he keeps on himself at all points, scribbled with the blows he taken and all the times he’s been wronged. That way he never fails to take revenge ~ vengeance is very important to Boanerges. The fire burns those who would attempt to extinguish it. A strange optimism develops from the same urge; there is no circumstance in Boanerges’s belief that can defeat him permanently. With an appropriately fancy and daring revenge, he can come back from any set-back or defeat to find victory in the fulness of time.

But Boanerges is feeling (and acting) increasingly awkward. So much of how he knew to interact with people is falling away as he fights to achieve his Destiny by ensuring that justice grows within the Fifty. He has increasingly less of an idea of how to interact with people, and he is terrified that this will expose him as no longer agreeing with the ways of the Fifty. He’s seen what the horde does to those they consider traitors, and he fears that even those he considered (before) very good friends will commit such atrocities on him. These fears are particularly intense after the beating he took for another of the Fifty recently.

Self-control is, in many ways, alien to Boanerges. If there is a pleasure to be had (or better, taken), then he gives himself over to it with a venereal devotion that might be inspirational if it wasn’t so base. Drugs, sex, combat, gambling, whatever it is, Boanerges loves to do it. However, under influence from the archangel Awi, he is struggling to learn how to turn this passion for the bodily pleasures to more exalted ends, still as strong in intensity but less conducive to his remaining powerless. Oh, yes, Awi has shown him how the leaders of the Fifty have fostered this attitude of indulgence as a way to perpetuate their power and consolidate their control ~ to keep Boanerges and those like him docile. Their names are written in large print on that scrap of papyrus.

Also alien to Boanerges is the way in which he must work towards his goals. While personal glory and shining panache were how he used to measure success, now success come when no one (or only those that need to, anyway) realizes he was ever there. Where violence was once a way of life, peaceful interventions and subtlety are now his bread and butter. Where he once sought the defeat of those he campaigned against, now his goals are to ensure that justice is done and to bring his friends to the realization that there is another way to be. Constraining the thunderous force of Boanerges’s personality into these clandestine activities is a constant struggle with himself, and discernment has a tendency to disappear into discomfort. Thankfully, however, that means planning (something neither he nor any member of the Fifty was ever good at) is replaced by his old friend and true companion, quick wits.



Appearance: Like most ifrit of the Fifty, Boanerges’s extremely dark skin shines with an inhuman polished brass sheen, against which his long, thin fingers stand out in a beautiful matte dark charcoal-grey, a color that extends up to his elbows and is matched by his calves and feet. The pointed shape of ears similarly reflects that of the horns on his brow. The ivory, brass-colored gleam of these horns against the bright red of his hair, worn in the traditional triple-crested amasunzu of the Fifty, draw the eye from his easy, dare-you grin and glinting hazel gaze. One almost never notices the seeming oddity of that gaze, not just in color but in the gentle, unflinching steadiness of it, looking at any individual thing just a beat longer than one would expect.

Built like a whip ~ tall, thin, and powerful ~ Boanerges of the Fifty wears a flapping kaftan over a relatively sparse leather armor, designed as much for breathability and heat moderation as for protection. The kaftan is in the traditional pattern of the Fifty, an akyem pattern of bright red and grey, symbolizing the glory of great deeds performed in the purifying flames of battle. Strapped to his back is a large, eye-shaped shield, its black ostrich feathers swaying above a stylized painted image of a bowl containing blazing flames and a small, lightning-like serpent escaping its confines. Boanerges’s frame drips and clatters with gaudy jewelry fashioned from the claws, horns, hooves, and teeth of a wide variety of beasts. In his hand is a gorgeously-carved whacking stick, held by default in the traditional fashion, its bulb in front of his fist and its pointed shaft alongside his forearm.

The Unseen Heart of the Flame, on the other hand, leaves the shield behind and dons a very different kaftan, much more tailored and fit to his flame so as to reduce its sound and its motion. Its pattern is the emaa da pattern that denotes uniqueness, perfection, exceptional achievement, and creative ingenuity behind several large stars patterned with the nsoromma pattern depicting the hopeful power of the people when they depend not on themselves but upon the divine powers. The green in the nsoromma, however, is instead blue, replacing the growth of crops with the growth of peace and harmony. The short raffia surrounding a mask consisting of an abstractified, circular face separated from the crescent moon a foot above it by a white rectangle painted with a blue x ~ adapted from a more northerly mask representing Destiny ~ tickles the silver dove-winged scroll bouncing on his chest.

The two giveaways that Boanerges and the Unseen Heart of the Flame are the same person are the scarred, rough-worn, coarse leather armbands whose thick leather straps clasp each upper arm and the thin, flexible cotton cord wrapped several times around his waist.

Friday, July 27, 2018

Boanerges's character sheet 1/3 (Fantasy Friday #6)

Boanerges, “The Unseen Heart of the Flame”
Cismale CN/CG ifrit vigilante (splintersoul, zealot of Awi) 3

History: The origins of the roving army known as the Sulxonmo (“The Fifty”, in the Dzena-drif language) stretch back a century and more. The Bonfire Queen of the ifrit theocratic kingdom Rashab at the time, Alfonyath of Astwera, claimed her newborn son was the rightful heir of the Presterjho nation of Cusulu. Naturally enough, perhaps, Sehjic (the Bykeg of Cusulu) disputed this claim. A cold war developed; Alfonyath hinted at invading Cusulu to make it a protectorate of Rashab, but delayed while sending a series of adventurers to search for the Great Erolamadu, a magical ivory scimitar and symbol of her office.

Nothing turned up before Bonfire Queen Alsonyath died and was succeeded by her niece Oramir of Astwera. Hoping to establish dominance and end the decades of hostility, Bykeg Sehjic demanded Oramir re-establish an ancient tradition of sending 50 common and 50 noble ifrit virgins to Cusulu in tribute, a tradition Alfonyath had defied from very early on in her reign. As Oramir seemed to consider giving into these demands, Alfonyath’s son Matamor of Astwera grew angrier and angrier, incensed that what he considered his rightful birthright would be frittered away by his peace-loving cousin. He began to gather a horde of disaffected ifrit and form them into an army of preening, vain, daring warriors. Their tactics were founded upon the intimidatory potential of excessive (and loud) shows of skill and confidence; in short, they were swashbucklers with whacking sticks. He named them the Sulxonmo in mockery of the tribute demanded by Cusulu and allowed his rage to pull him into leading them in more and more despicable ways. Such as the forced recruiting (as in, kidnapping) of children to serve as soldiers.

A few years into his agitations, Matamor had a revelation of a dream in which a child rode a white horse under a banner made of a fishing net, wielding the Great Erolamadu. Born to a wealthy fisherman and his dancer wife, Boanerges was a child of but 35 years at the time. In fact, on his 35th birthday, he went fishing with his own cousin, an ifrit by the name of Logadé, in the Negdal Fields of northern Rashab. After being pulled into the water by a large fish, Logadé found an ivory scimitar, beautifully carved. When they returned, Boanerges watched as his cousin played with the other children of the village, miraculously not wounding them when he struck them with the blade. Everyone he struck, however, began to act like the legends of the zombies people talked about existing in far countries.

Several months later, Boanerges was captured by the Fifty in a raid led by Matamor himself, who recognized the child from his dream. A quick and threatening interview later revealed the location of the Great Erolamadu and its bearer Logadé. Once the Sulxonmo tracked down and kidnapped the boy, Matamor told Boanerges that he had to kill his own, beloved cousin in order to be initiated into the horde. When Boanerges refused, he was told that the alternative was death. When he still refused, Matamor sighed a heavy sigh and hit him with the Erolamadu. The domination effect brought the intended effect, and Boanerges became a member of the Sulxonmo covered in the blood of his own kin.

Friday, July 6, 2018

OK, maybe not from Prester . . . (Fantasy Friday #3)

Thinking about the charau-ka as a possible race for Boanerges brings the jungliest region of this continent to mind. It occurs to me that an elemental theme could work well there, drawing on images of the rainforest as a place of nature at its most intense and individual (as opposed to the, like, unitary image of powerful nature that comes with places like mountains, the arctic, and oceans). That as-yet-unnamed region, analogous to Central Africa in geohistorical placement, shares a border with Prester in the middle of the continent. If I place Boanerges just on one side or the other of that border, they can be a member of a swashbuckly force of evil ifrit, perhaps based on something like Boko Haram or God’s Army. I like that idea! OK, Boanerges is now officially an ifrit.

Looking at the race description, I note already that there’s a base trait I wanna replace with an alternate trait ~ as a vigilante, even if Boanerges is a zealot and a divine spellcaster, the fire affinity trait helps him out all of not at all. Fire in the blood (which gives him a morsel of access to fast healing when he takes fire damage) would replace fire affinity not only ably, but in line with some of Boanerges’s themes, I daresay. Hypnotic (which boosts an ifrit’s ability to fascinate) is a little tempting, as a reference to the swashbuckling element. But Boanerges, again, would probably gain spellcasting through the zealot archetype, and I dunno how many inquisitor spells cause fascination. Nor do I actually know yet if Boanerges will take the zealot archetype. And the same arguments apply to the boons given by his Celestial Obedience to his yet-unchosen archangel. Fire in the blood it is!

As for their gender, making them female would seem to play into old Victorian ideas of the woman as the civilizing force (an idea that pops up unfortunately in too many Second Wave feminisms). Similarly, making them trans or nonbinary in any way would seem to underscore too much the dual nature of Boanerges ~ another trope that can lead to icky things. An agender Boanerges is more tempting, gives them more texture to their psyche, but in the end has, I think, the same problems. I guess cismale is the best option for Boanerges.

Choosing his race also lets us determine Boanerges’s age, height, and weight. I’m gonna call vigilante a self-taught class so we roll 60+6d6 for his age, getting 76 as his age. That makes him a little young for an ifrit vigilante (average age would be 81), which I think is appropriate for his character. He’s tall, though, living up to his personality, as a 2d8 roll of 14 tells us that he’s 6’4” and a 2d8x5 roll of 40 gives us a weight of 150 pounds. I think he’s actually come out pretty skinny, though his charisma makes him seem larger than he actually is.

I also note that there are several racial feats available to ifrits. Blistering Feint, which makes the ifrit better at feinting when using a fiery weapon and does damage with the feint as well, is especially noteworthy ~ although we’ve already chosen Boanerges’s 1st-level feat (Celestial Obedience, recall), I’d wanna pick up Combat Expertise at 3rd level, Improved Feint at 5th, and Blistering Feint itself at 7th (assuming the redeemer theme in Boanerges doesn’t cause me to grab any feats in between all these). Firesight (which improves visibility in smoky conditions) and the Scorching Weapons feat tree (which lets you make your weapon fiery) are tempting; maybe if there’s ever a chance for Boanerges to pick up a bonus feat.

Oh, wait. Celestial Obedience requires Knowledge (planes) 3; it can’t be taken until 3rd level. OK, I’ll create Boanerges at level 3, then, and have him take Combat Expertise at level 1. Except he’s obviously not smart enough >.<

Vigilantes have a Hit Die of d8, so rolling 2d8+8+9 gives Boanerges 28 hit points. 6 skill points per level gives us 21 skill points. Knowing that we want Boanerges to have Celestial Obedience, we immediately spend 3 of those on Knowledge (planes), which is a cross-class skill. Cross-referencing the vigilante skill list with the barbarian list (in order to reflect Bonerges’s evil horde origin), we find that Acrobatics, Climb, Craft, Intimidate, Perception, Ride, Survival, and Swim are on both lists. Let’s drop Craft and Swim out of that list out of hand as being inappropriate for Boanerges’s cultural origins, leaving a total of 6 skills. Intimidate definitely gets the full 3 skill ranks and Acrobatics, too, as both are central to the tactics of the ifrit horde that birthed Boanerges. That’s 12 points left. If we give Perception, Ride, and Survival 2 points each (all of them are basic, universal skills in the region and the horde), we’re left with 6 more skill points. I’m thinking that I want Boanerges to qualify for the mystery cultist prestige class at 8th level, so I need to make sure that Knowledge (religion) (another cross-class skill) gets the full 3 ranks. And we’ll use the last 3 skill points to give Boanerges the ability to protect his secret goodytwoshoes identity, with a rank each in Bluff, Disguise, and Stealth. Yeah, that’s pretty low ~ Boanerges was raised to be flashy and big and eye-catching, not subtle and quiet and unseen!

Gawds! I’m making so many mistakes with Boanerges >.< Zealot, which I think I am in fact taking along with splintersoul, swaps out a few class skills for Knowledge (religion) and Spellcraft. More importantly, it reduces the skill points per level to 4! My 21 points get reduced a full 6 points to 15 ~ I’ll take a point out of the various general-ed skills I gave Boanerges (Perception, Ride, Survival, Bluff, Disguise, and Stealth).