About Kaylee Pruitt
Init +1 Senses: Perception +6 (+8 w/Fenris)
AC 12 (+1 Dex, +1 Bracer) Current AC 15 (+4 Mage Armor)
Speed 30 ft.
Racial Modifiers +1 Feat at 1st level, +1 Skill rank per level, +2 to ability score (Int)
Hex- Cauldron (Brew Potion Feat, +4 to Craft (Alchemy)),
Favored Enemy- Humans (+2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks. Also +2 bonus on weapon attack and damage rolls against them.
Location: On Persons
MW Light Crossbow 4 lb
MW Backpack 4 lb. -
Location: Donkey - - 8 GP
Davyd Pruitt, Brother, Age 16. Twin brother to Emily Pruitt. Woodcutter and outdoorsman like his father, Davyd strongly admires Arnama Lastrid and hopes to one day become a skilled ranger like her. As the eldest son, Davyd is laid-back but still responsible, often doing his best to lessen Kaylee's burden.
Emily Pruitt, Sister, Age 16. Twin brother to Davyd. Emily is strong willed and fearless with little tolerance for bullies. She's very protective of family and worries about what might become of Kaylee.
Arynn Pruitt, Brother, Age 12. Young and carefree, Arynn likes to wonder off and daydream.
Faith Pruitt, Sister, Age 8. The youngest of the Pruitt family. Very shy and reserved for a child, she can sometimes be overheard talking to an imaginary friend.
Anne Pruitt, Mother, deceased. Anne was a strong willed and independent woman from a well off family who fell in love with an outdoorsman. Cast out by her father, she spoke little of her prior life. She passed away 8 years ago due to complications at child birth.
Davyd Pruitt Sr., Father, deceased. Davyd Sr. was a fair and compassionate man who loved life and the wilderness. He was killed 5 years ago when he was ambushed by a goblin raiding party out in the woods.
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +8
AC 16, touch 16, flat-footed 14 (+2 Dex, +2 size, +2 Natural Armor)
Speed 40 ft.
Str 9, Dex 15, Con 13, Int 7, Wis 12, Cha 6
Alertness, deliver touch spells, empathic link, improved evasion, share spells, store spells
Summon Monster II Stats
Celestial Fox (Wolf stats):
Celestial Fox (Wolf stats)
NG Medium celestial animal
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
Celestial - Resist Acid, Cold, and Electricity 5
Speed 50 ft.
Melee bite +2 (1d6+1 plus trip)
Special Attack Smite evil/good
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs trip)
Feats: Skill Focus (Perception)
Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking)
Smite evil 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+2) against evil foes; smite persists until target is dead or the celestial creature rests).
Small Elemental, Air:
Small Air Elemental
N Small outsider (air, elemental, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +4
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +6, Will +0
Defensive Abilities air mastery; Immune elemental traits
Speed fly 100 ft. (perfect)
Melee slam +6 (1d4+1)
Special Attacks whirlwind (DC 12, 10-20 ft.)
Str 12, Dex 17, Con 12, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 15
Feats Flyby Attack, Improved InitiativeB, Weapon FinesseB
Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11
Small Elemental, Earth:
Small Earth Elemental
N Small outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref –1, Will +3
Immune elemental traits
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +6 (1d6+4)
Special Attacks earth mastery
Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 13
Feats Improved Bull RushB, Power Attack
Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Earth Glide (Ex)
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)
Small Elemental, Fire:
Small Fire Elemental
N Small outsider (elemental, extraplanar, fire)
Init +5; Senses darkvision 60 ft.; Perception +4
AC 16, touch 13, flat-footed 14 (+1 Dex, +1 dodge, +3 natural, +1 size)
hp 11 (2d10)
Fort +3, Ref +4, Will +0
Immune elemental traits, fire
Weaknesses vulnerability to cold
Speed 50 ft.
Melee slam +4 (1d4 plus burn)
Special Attacks burn (1d4, DC 11)
Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +1; CMD 13
Feats Dodge, Improved InitiativeB, Weapon FinesseB
Skills Acrobatics +5, Climb +4, Escape Artist +5, Intimidate +4, Knowledge (planes) +1, Perception +4
A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.
Small Elemental, Water:
Small Water Elemental
N Small outsider (elemental, extraplanar, water)
Init +0; Senses darkvision 60 ft.; Perception +4
AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +3, Will +0
Immune elemental traits
Speed 20 ft., swim 90 ft.
Melee slam +5 (1d6+3)
Special Attacks drench, vortex (DC 13, 10–20 ft.), water mastery
Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +3; CMD 13
Feats Power Attack
Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, Perception +4, Stealth +8, Swim +14
The elemental's touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.
A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.