Female Gnome Cleric 4 Rogue (Burglar) 2
CG Small Humanoid (Gnome)
Init +4 (Sasha's boon); Senses Low-Light Vision; Perception +13
AC 18, touch 14, flat-footed 15. . (+4 armor, +3 Dex, +1 size)
hp 38 (6d8) damage 0 Fort +4, Ref +7, Will +6; +7 vs. compulsion (Aerys's boon)
Defensive Abilities Defensive Training, Evasion
Spd 30 ft.
Melee Masterwork Cold Iron Starknife +5 (1d3-1/x3) and
..Quarterstaff +4 (1d4-1)
Ranged Masterwork Cold Iron Starknife +9 (1d3-1/x3) and
..Sling +8 (1d3-1)
. . 5/day—bit of luck
. . 1/day—arcane mark, comprehend languages, message, read magic Cleric Spells Prepared (CL 4, 4 melee touch, 8 ranged touch; concentration +6):
2 (3/day) burst of radiance, grace, returning weapon + aid
1 (4/day) endure elements , recharge innate magic, magic weapon, shield of faith + expeditious retreat
0 (at will) create water, light, resistance, stabilize
Str 8, Dex 16, Con 10, Int 14, Wis 14, Cha 16
Base Atk +4; CMB +2; CMD 14 (Ishirou's boon: when wielding dagger or sword, CMB +2; CMD 15)
Feats Go Unnoticed, Extra Channel, Extra Rogue Talent
Traits Boarded in Varisia, Collector
Skills Acrobatics +12 (+16 to move through a threatened square or enemy's space), Bluff +9, Climb +3, Diplomacy +7, Disable Device +17 (w/ m'work tools & collection), Escape Artist +7, Heal +6, Knowledge: Dungeoneering +8, Knowledge: Religion +6, Linguistics +6, Perception +13 (+14 vs. traps), Sleight of Hand +8, Stealth +16, Swim +3, Use Magic Device +9
Languages Common, Dwarven, Elven, Gnome, Sylvan, Polyglot
SQ Academician, Aura (Ex), Channel Positive Energy 2d6 (8/day) (DC 14) (Su), Cleric Domain: Exploration, Cleric Domain: Luck, Door Sight (5/day) (Su), Fast Stealth (Ex), Hatred, Ledge Walker (Ex), Magical Linguist, Spontaneous Casting, Trapfinding +1
Combat Gear Sling (bullets 10), Bejeweled Masterwork Cold Iron Starknife (650 gp), Quarterstaff, Mithral shirt; Other Gear belt of tumbling, Masterwork backpack (6.42 lbs): Masterwork thieves' tools, Waterskin, model of the Jenivere, 12 red pearls, potion of cure light wounds, potion of fly, wand of cure light wounds46/50 charges, wand of hold person30 charges, 146 gp + Waterproof scroll tube (250 gp): augury x2, comprehend languages, cure moderate wounds, divination, find traps, lesser restoration, obscuring mist, remove disease, restoration; Wooden holy symbol, Spell component pouch, carved wooden monkey, silver key on chain from salt mine, diamond (400 gp), shrunken monkey head, 220 gp, 7 sp
Favored Class cleric (3 sp)
Academician +2 bonus to Knowledge: Dungeoneering
Arcane Mark (1/day) (Sp) Inscribes a personal rune (visible or invisible).
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (5/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Boarded in Varisia Just as the lands of Garund are wild and exotic to you, so are you to them: +2 trait bonus on all Bluff checks made against inhabitants of the jungle.
Channel Positive Energy 2d6 (8/day) (DC 14) (Su) Cleric Domain: Exploration Associated Domain: Travel
Cleric Domain: Luck Collector You have a small, bizarre collection of apparently worthless items; whenever it is within 5 ft, gain a +2 trait bonus to Disable Device.
Comprehend Languages (1/day) (Sp) Understand all spoken & written languages.
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Door Sight (5/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Gelik's Boon +1 bonus to the save DCs of charm and language-dependent spells
Go Unnoticed Your small size lets you quickly duck out of sight.
Benefit: During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check that round to hide from them.
Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes.
Ledge Walker (Ex) You may move along narrow surfaces at full speed using acrobatics at full speed. You are not flat-footed while using Acrobatics to move along narrow surfaces.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Linguist +1 to the DC of spells with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings; +2 racial bonus on saving throws against such spells.
Message (1/day) (Sp) Whispered conversation at a distance.
Read Magic (1/day) (Sp) Read scrolls & spellbooks.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spirit Totem Once per day, as a move action, you may call upon your spirit guide for assistance, gaining a +5 sacred bonus on an Acrobatics, Appraise, Fly, or Perception skill check.
Spontaneous Casting The Cleric can convert stored spells into Cure spells.
Trapfinding +1 +1 to find or disable traps.
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Douena has been working at her brother-in-law's inn in Whistledown in Varisia but keeps getting into trouble for rifling through the personal belongings of the guests. It's not that she's trying to steal anything; it's just that people have a habit of locking up the most interesting things where she can't get a good look at them! After the latest round of complaints, Douena's brother-in-law gave her a "bonus" that was just enough to buy her passage on a ship leaving Magnimar for exotic shores.
What drives Douena is the hope of finding something new and intriguing around the corner; even seemingly negative circumstances are thrilling to her if she hasn't experienced them before. Needless to say, she is impulsive and can be easily distracted when things start to bore her. She is a wild schemer, always keeping multiple back-up plans available for any contingency. Douena is a devotee of Desna, whose fortune she credits with getting her out of several near-scrapes in life, and tries to intepret her dreams to discern what the goddess is trying to tell her. Her backpack always contains a strange collection of items which she picked up just because they caught her fancy. At present, its contents include a shiny beetle carapace, a smooth pebble, an old butterknife, a model of the Jenivere, and a root shaped vaguely like a duck.