Aureleen Houghtyll 

Character Name: Aureleen Houghtyll 
Class: Cleric/Monk 
Race: Elf 
Alignment: Lawful Neutral 
Level: 8/12 
Size: M 
Age: 33 
Gender: M 
Height: 5’11” 
Weight: 192 
Eyes: Green 
Hair: Black 

Str: 21 (+5) 
Dex: 24 (+7) 
Con: 19 (+4) 
Int: 22 (+6) 
Wis: 24 (+7) 
Cha: 21 (+5) 

HP: 240 
AC: 27 
Speed: 100 ft 
Armor Type: None 
Initiative: +7 
Base Attack: 15/5 
Flurry of Blows: +9/+9/+9/+4 
Fortitude Save: +14 
Reflex Save: +10 
Will Save: +14 

Melee: 20/10 
Ranged: 22/12 

Weapons: Her fists and feet. 

Skills: Name Total Rank 
Concentration 15 10 
Craft: Weaponsmithing 13 07 
Diplomacy 22 15 
Heal 14 07 
Knowledge: Arcana 16 10 
History !6 10 
Religion 16 10 
The Planes16 10 
Profession 09 02 
Spellcraft 20 12 
Survival 12 05 
Balance 19 12 
Climb 17 12 
Escape Artist 19 12 
Hide 19 12 
Jump 17 12 
Listen 17 10 
Move Silently 24 17 
Perform 05 05 
Sense Motive 22 15 
Spot 21 12 
Swim 17 12 
Tumble 19 12 

Domains: 
Healing 
Protection 
Travel 

Proficiencies: 
Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields). Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities. 

Languages: Common, Elven, Draconic, Gnoll, Gnome, Goblin, Orc, Celestial 
Special 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 the detect evil spell for details). 
Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol. A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier (5)=(8). A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead. 
AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). 
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load. 
Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows. 
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. 
Bonus Feats: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them. 
Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion. 
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed. 
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment. 
Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. 
Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm. 
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases. 
Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses. 
Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion. 
Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds. 
Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down). 

Feats: 
Bonus: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. 

Blind Fight: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. 
An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. 
You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half. 
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies. 
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell. 

Combat Casting: When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. 
Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class. 

Deflect Arrows: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flatfooted. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected. 
Special:A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites. 

Improved Disarm: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent. 
Normal: See the normal disarm rules. 

Improved Unarmed Strike: You are considered to be armed even when unarmed —that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. 
In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option. 
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack. 

Extra Turning: Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal. 
If you have the ability to turn or rebuke more than one kind of creature each of your turning or rebuking abilities gains four additional uses per day. 
Normal: Without this feat, a character can typically turn or rebuke undead (or other creatures) a number of times per day equal to 3 + his or her Charisma modifier. 

Death Blow: Pre-Requisite: Improved Initiative, BAB +2 
Special: A coup de grace is now a standard action. 

Pain Touch: Pre-Requisite: Wis 19+, Improved Unarmed Strike, Stunning Fist, BAB +2 
Special: Victims of a successful stun attack are also nauseated for 1 round after the 1 round of stunning with the use of this feat. 

Gear: Backpack, 100 ft silk rope, Artisan’s Tools (Masterwork), Monks Outfit, Explorer’s Outfit, Nobles’ Outfit (4), Spell Component Pouch, Signet Ring. 

Money: 300,000. 

Quote: “May you live long enough to learn from and correct your mistakes.”

Born an elf in the largest known settlement of elves (based in the northern foothills of the mountain region in the southeast of Thron), Aureleen hailed from the Hothyll noble family, one of middling importance in the elven hierarchy. The Elven Hierarchy is such that it consists of a Ruling Council, made up of the (current) highest ranking member of the Royal Family of a specific duty. So, you have the Nyalls, who were royalty in charge of guarding the borders of the elven empire (called the Guardsmen). There are the Reynaths, one of the 4 royal families involved in carrying out the duties of the High Priests/Priestesses, the Talnates, the family in charge of maintaining the elven hierarchy, and secretly a family of spies for the Psiriques's, another family of High Priests and Priestesses, and so on. The ruling council is comprised of 16 members, each member being the head of their own sub councils, with the exception of this being the 4 religious families, each being the head of one of the High Temples, and having all its servants and worshippers at their control. 

Being a female child, and not firstborn, Aureleen was given up to the priests in an attempt to win the favour of the dark and callous gods that were the more powerful of their pantheon, and thus the highest following. Aureleen, however, did not fit in well with the dark, mysterious and extremely secretive nature of the High Temples and their dealings. Unable to understand why the priests and priestesses seemed to spend more time plotting amongst themselves, frittering away their vast resources in attempts at furthering their personal standings in the High Temples hierarchy, than actually leading, guiding and directing her people, Aureleen quickly grew disgusted with the priests as religious leaders, and cynical of religion as a whole. As she grew, so did her distaste and disgust at the blatant corruption which riddled the system of worship that she and her people held so dear. 

Aureleen's negative attitude towards, and her obvious disdain for the High Temples and its priests gained her no favour with her people. Over time, her family began to fall out of favour with the nobles and the priests, as the backlash from Aureleen’s behavior made itself present in the form of the priests exerting pressure on the Council of Rulers to either cast out the Hothylls as a family, claiming that the gods had been displeased by the ‘wayward’ nature of their daughter, or have them force Aureleen to fall in line with their teachings. Aureleens vocal disdain of the misbehavior of the High Priests as a guiding force for her people and the subsequent decline of her people was taken as a rallying cry to other members of the populace who had long since felt the same way, but had never had the courage to speak out against the High Priests. However, gradually, and with increasing speed, an underground resistance made up of like minded elves was formed, their leader, Aureleen, their goal, the overthrow of the High Priests. Through secret meetings, underground printings of dissentious literature and clandestine trips to the outer world (facilitated by various sympathizers within the Council of Guardsmen); Aureleen learned what she had long since suspected; namely, that the outside world did not hold the animosity towards the elves that the Priests preached they did. The rulers of the Elves had maintained their power over the centuries by gradually closing of the elven borders to outsiders, and, at the encouragement of the High Priests, the perpetuation of the myth that the outside world was hostile to elves, being jealous and envious of their natural long lives and great wealth. 

Aureleen and her followers grew over time, reaching a point where they could publicly challenge the High Priests, and they did so, erecting temples to more benign and moderate gods, as well as calling for a review of the record of the ruler ship of the High Priests, and a demanding of the opening of their borders to outsiders, and a general change of their declared relationship with outsiders. It was through one of these outsiders, a human male known as Ron Engelmann, that Aureleen gained her training as a monk. Engelmann had, in his youth, traveled thron, and had come to be acquainted with many different cultures and societies, from the Halflings to the Orcs. He had over time become a traveling monk, championing the cause of lawful living, albeit with an emphasis on doing the right thing, and a lifestyle that eschewed the trappings of wealth, things that he had found to distract one from leading a peaceful and pleasant lifestyle. Engelmann and Aureleen became great friends, such that she made him a lieutenant in her cause, and adopted his style of living, namely that of not being the one to throw the first blow, and always seeking a way to end a disagreement peacefully, yet, if it came to blows, being more than able to handle oneself with the weapons that nature had so kindly provided, namely ones hands, feet and intelligence. Aureleen also studied the history of her people, and learned that in ancient times Humans, Elves and other races had lived in fellowship and harmony, helping each other where they could. She became a cleric of the more peaceful elven gods, holding forth a message of peace and acceptance to others of a different background to oneself, as well as spiritual and physical purity. The High Priests did not sit idly by and allow this to happen, however. Aureleen was assassinated on the eve of what was supposed to be the opening of the first inter-racial public meeting held in centuries, and the humans and other races that she and her movement had invited for the meeting slaughtered. The High Priests thought that this would be the end of her, and so declared their borders to be weakened and the gods displeased by the behavior of Aureleen and her followers. They declared an inquisition, and attempted to stamp out all of Aureleen’s followers. However, stories have begun being circulated that Aureleen’s alleged death was a lie, and that her spirit is now protecting her followers. 

Her completed story, as well as her divine abilities being Stride, Gift of life, Divine Vengeance, Automatic Metamagic. The rest will follow tomorrow, as well as the stuff you requested in your post.