About Alfred Windbottomphysical description:
60 years old; 3' 8" tall; 37 lbs; personality:
Surprisingly serious for a gnome, Alf has learned since the disaster in Katapesh how to turn pain into a positive force in ones life, and manages to retain a fair bit of lightness in his outlook on life, though he takes no mercy on those who threaten what he holds dear, and whoever caused the downfall of Katapesh can expect a very angry gnome to come visiting one of these days. background:
Spending his early childhood in Kelmarane, Alf had been visiting relatives in Yavipho when news came of the destruction of his hometown. Alf was devastated when he heard the news, and out of concern for his well being, his uncle suggested he join the local druid circle to receive training to protect the region from the ever problematic gnolls, as well as to perhaps eventually be strong enough to restore his hometown to what it once was. His father, who managed to live long enough to reach Yavipho after barely escaping the carnage, died after giving the news and leaving his armor to Alf to to try to reclaim their home. One day while in Solku after chasing down some gnolls, he heard of a caravan heading out to reclaim Kelmarane. At this news, Alf immediately sought out the caravan master to sign up, eager for the chance to reclaim his home. key stats:
HP = 9 (1d8+1) Speed = 20' Initiative = +1 = 1(Dex)
AC: 15 = 10 + 1(Dex) + 3(MW studded leather armor) + 1(Size)
Fort: +3 = 2(base) + 1(Con)
Fire Resist 1 CMD: 10 = 10 + 0(BAB) + 0(Str) + 1(Dex) - 1(Size) Flat CMD: 9 BAB: +0
racial abilities, class abilities, traits, feats:
Racial Abilities
Academician: +2 Knowledge (Nature) Eternal Hope Keen Senses: +2 Perception Pyromaniac: +1 CL for fire spells Warden of Nature Weapon Familiarity: treat "gnome" weapons as martial Favored Class: Desert Druid
Traits
Feats
skills:
Druid: 6 = 4(base)+2(Int) *=class skill #=armor/encumbrance penalty applies Acrobatics# 1 = 1(Dex) Appraise 2 = 2(Int) Bluff 1 = 1(Cha) Climb*# 0 = 0(Str) Craft (any)* 2 = 2(Int) Diplomacy 1 = 1(Cha) Disguise 1 = 1(Cha) Escape Artist# 1 = 1(Dex) Fly# 1 = 1(Dex) Handle Animal* 5 = 1(Cha)+1(rank)+3(csb) **+4 w/animal companion Heal* 7 = 3(Wis)+1(rank)+3(csb) Intimidate 1 = 1(Cha) Know (geography)* Know (nature)* 8 = 2(Int)+1(rank)+3(csb)+2(n.s) Perception* 9 = 3(Wis)+1(rank)+3(csb)+2(racial) Perform 1 = 1(Cha) Professsion* Ride * 1 = 1(Dex) Sense Motive 3 = 3(Wis) Spellcraft* 6 = 2(Int)+1(rank)+3(csb) Stealth# 1 = 1(Dex) Survival* 9 = 3(Wis)+1(rank)+3(csb)+2(n.s.) Swim*# 0 = 0(Str) armor and weapons:
MW Studded Leather
+2 AC, +6 max Dex, 0 ACP, 7.5 lb; bone studs, item for Reclaiming Your Roots Light Crossbow
Magic:
Spell-Like Abilities (1/day, CL 1): Dancing Lights (DC 10), Flare (DC 10), Prestidigitation (DC 10), Produce Flame (CL 2, DC 11)
CL = 1; Concentration Check = +4 (+4 casting defensively); Spell Resistance Check = +1
Cantrips (DC 13) light, create water, stabilize 1st level (DC 14) endure elements, produce flame; spont summon nature’s ally I
Ruven (giant scorpion companion):
Defense
AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural armor) hp 14 (2d8+2) Fort +4, Ref +4, Will +0 Immune mind-affecting effects Offense
Statistics
Special Abilities
Tricks
Equipment
Spoiler:
[spoiler=gold and treasure]
[spoiler=encumbrance values]
armor & weapons: 13.5
other gear:
Light Desert Adventuring Clothes
Family Signet Ring (5 gp) Waterskin (1 gp, 1 lb) Backpack (2 gp, 2 lb)
Belt Pouch 1 (1 gp, 0.5 lb)
Belt Pouch 2 (1 gp, 0.5 lb)
xp:
0 |