Commoner: The Chosen One (CR 29)

## The Chosen One

Human commoner 20/warrior 10

CG Medium humanoid (human)

Init +6; Senses darkvision 60 ft.; Perception +33

Defense

AC 34, touch 22, flat-footed 27 (+7 armor, +5 deflection, +6 Dex, +1 dodge, +5 natural)

hp 242 (30 HD; 20d6+10d10+110)

Fort +21, Ref +20, Will +14

Defensive Abilities evasion; SR 21

Offense

Speed 45 ft.

Melee rake +31/+26/+21/+16 (1d8+12/×3)

Special Attacks deeds (gunslinger's dodge), grit (1), it was meant to be 2/day

Bloodline Spell-Like Abilities

   7/day—touch of destiny (+14)

Statistics

Str 20, Dex 22, Con 16, Int 26, Wis 10, Cha 18

Base Atk +20; CMB +25; CMD 47

Feats Amateur Gunslinger[UC], Amateur Investigator[ACG], Blind-fight, Brilliant Planner[UI], Catch Off-guard, Divine Protection[ACG], Dodge, Eldritch Heritage[UM], Fleet, Improved Eldritch Heritage[UM], Improvised Weapon Mastery, Martial Dominance[UI], Mobility, Psychic Sensitivity[OA], Skill Focus (Knowledge [history]),Strong Comeback[UC], Third Eye[OA], Weapon Focus (spear)

Skills Acrobatics +11 (+15 to jump), Appraise +13, Bluff +9, Climb +13, Diplomacy +11, Disable Device +9, Disguise +19, Escape Artist +11, Fly +7, Handle Animal +13, Heal +7, Intimidate +27, Knowledge (arcana) +14, Knowledge (dungeoneering) +14, Knowledge (engineering) +14, Knowledge (geography) +14, Knowledge (history) +17, Knowledge (local) +38, Knowledge (nature) +38, Knowledge (nobility) +14, Knowledge (planes) +14, Knowledge (religion) +14, Linguistics +14, Perception +33, Profession (farmer) +33, Ride +15, Sense Motive +7, Sleight of Hand +13, Spellcraft +9, Stealth +13, Survival +7, Swim +15, Use Magic Device +15

Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Dwarven, Elven, Flail Snail, Giant, Gnome, Goblin, Halfling, Infernal, Sylvan

Combat Gear potion of blur, potion of cure serious wounds (20), potion of invisibility (5), potion of lesser restoration, potion of resist acid 30 (5), potion of resist cold 30 (5), potion of resist electricity 30 (5), potion of resist fire 30 (5), potion of resist sonic 30 (5), potion of spider climb, potion of tongues, ring of three wishes; Other Gear +5 leather armor, rake, amulet of natural armor +5, bag of holding iv, belt of physical might +6 (Dex, Con), boots of striding and springing, cloak of resistance +5, gloves of unexpected violence (expert)[UI], goggles of night, hat of disguise, headband of mental prowess +6 (Int, Cha), mantle of spell resistance, manual of gainful exercise +5, ring of evasion, ring of protection +5, robe of useful items, donkey, 135,079 gp

Special Abilities

Amateur Gunslinger Although you are not a gunslinger, you have and can use grit.

Amateur Investigator (8/day) Your knowledge is more than plain smarts - it's inspired. Prerequisites: Int 13, 1 rank in at least one Knowledge skill, no levels in a class that has the inspiration class feature. Benefit: Like an investigator, you have the abil

Blind-Fight Re-roll misses because of concealment, other benefits.

Brilliant Planner (1/day) Use gold to fund unspecified plans

Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.

Darkvision (60 feet) You can see in the dark (black and white only).

Evasion (Ex) If succeed on Reflex save for half dam, take none instead.

Improvised Weapon Mastery Proficient with all improvised weapons, increase their damage category 1 step, and grant them a threat range of 19-20.

It Was Meant To Be (2/day) (Su) Reroll an attack, critical confirmation, or spell resistance check.

Martial Dominance Intimidate with martial training and on critical hits

Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.

Sorcerous Bloodstrike (1/day) Regain a bloodline power when you reduce a creature to 0 or fewer hit points

Spell Resistance (21) You have Spell Resistance.

Strong Comeback Add a +2 bonus on all rerolls

Third Eye (30 minutes/day) As std act, open third eye to gain perception bonuses.

Touch of Destiny +14 (7/day) (Sp) As a standard action, touch grants +14 insight bonus to most rolls for 1 rd.

## The Donkey

Donkey

N Medium animal

Init +1; Senses low-light vision, scent; Perception +5

Defense

AC 11, touch 11, flat-footed 10 (+1 Dex)

hp 13 (2d8+4)

Fort +5, Ref +4, Will +0

Offense

Speed 40 ft.

Melee 2 hooves +2 (1d3+1)

Statistics

Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4

Base Atk +1; CMB +2; CMD 13 (17 vs. trip)

Feats Endurance, Run[B]

Skills Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5

Special Abilities

Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.

Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

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