Demonic Gnoll Priestess

Alfred Windbottom's page

98 posts. Alias of sunshadow21.


Full Name

"Alf" Alfred Windbottom

Race

Gnome

Classes/Levels

Desert Druid 1

Gender

male

Size

small

Age

90

Special Abilities

low light vision, wild empathy +1, reroll one 1 on a d20/day

Alignment

neutral good

Deity

Gozreh, Sarenrae, nature spirits in general

Location

Solku

Languages

common, gnome, sylvan, gnoll, kelish

Occupation

gnoll hunter

Strength 10
Dexterity 13
Constitution 12
Intelligence 14
Wisdom 16
Charisma 12

About Alfred Windbottom

physical 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)
Flat: 14; Touch: 12
**+2 vs aberrations, oozes, vermin

Fort: +3 = 2(base) + 1(Con)
Refl: +1 = 0(base) + 1(Dex)
Will: +5 = 2(base) + 3(Wis)
**+2 vs charm, compulsion, despair, fear

Fire Resist 1

CMD: 10 = 10 + 0(BAB) + 0(Str) + 1(Dex) - 1(Size) Flat CMD: 9

BAB: +0
Melee: +1 = 0(BAB)+0(Str) + 1(Size)
Ranged: +2 = 0(BAB)+1(Dex) + 1(Size)
CMB: -1 = 0(BAB)+0(Str) - 1(Size)
+1 attack vs aberrations, oozes, vermin

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
Class Abilities
Druid Weapon Familiarity, Light & Medium Armor
Nature Bond: giant scorpion companion
Nature Sense
Orisons & Spellcasting
Wild Empathy
Favored Class Option: Resist Fire 1

Traits
Reclaiming Your Roots see background, one free item up to 350 gp, -1 Will Saves for 1 year if lost
Birthmark divine focus, +2 vs charm, compulsion

Feats
1st lvl: Combat Casting

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
+2 to hit, 1d6 damage, 19-20/x2 crit, 80 ft range, Piercing, 37 gp, 4 lb, weapon cord
20 bolts
Shortspear
+1/+2 to hit,1d6 damage, x3 crit, 20 ft range, Piercing, 1 gp, 1.5 lb
Dagger
+1/+2 to hit, 1d3 damage, 19-20/x2 crit, 10 ft range, Piercing/Slashing, 2 gp, 0.5 lb
Unarmed
+1 to hit, 1d3 nonlethal damage, x2 crit, Bludgeoning

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
**+1 CL for fire spells

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
Speed 40 ft.
Melee 2 claws +6 (1d4+4 plus grab), sting +6 (1d4+4 plus poison)

Statistics
Str 11, Dex 12, Con 12, Int —, Wis 10, Cha 2
Base Atk +1; CMB +1 (+4 to grapple); CMD 12 (+12 vs. trip)

Special Abilities
Darkvision 60’
Mindless No Intelligence score, and immunity to all mind affecting effects (charms, compulsions, morale effects,
patterns, and phantasms). In spite of this, vermin companions may learn one trick, plus additional bonus tricks as noted on Table 3–8: Animal Companion Base Statistics. If a vermin animal companion gains an ability score increase (at 4 Hit Dice, 8 Hit Dice, and so on), the druid can apply this increase to the companion’s Intelligence, changing it from — to 1, at which point the companion loses the mindless quality and is able to know up to 3 tricks per point of Intelligence, plus the additional bonus tricks, as noted on Table 3–8 in the Core Rulebook. Vermin companions have no skill points or feats as long as they have the mindless quality.
Grab (Ex) If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.
Unless otherwise noted, grab works only against opponents at least one size category smaller than the
creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it
used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not
deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict,
each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the
creature’s descriptive text).
Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and
maintain a grapple.
Poison (Ex) Sting—injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1 Strength damage; cure 1 save. The save DC is Constitutuion-based.
Tremorsense 30’ (Ex) A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water.

Tricks
Attack, Down

Equipment

Spoiler:

[spoiler=gold and treasure]
platinum:
gold: 7
silver: 9
copper:
gems:
jewelry:

[spoiler=encumbrance values]
light: 24.75
medium: 49.5
heavy: 75
lift over head: 75
lift off ground: 150
drag: 375

armor & weapons: 13.5
other gear: 11

other gear:
Light Desert Adventuring Clothes
Family Signet Ring (5 gp)
Waterskin (1 gp, 1 lb)

Backpack (2 gp, 2 lb)
*Bedroll, Blanket, & Hammock (1 gp, 5 lb)
*Bone Scroll Case (1 gp, 0.5 lb)
**
*Trail Rations (2) (1 gp, 0.5 lb)
*Spare Waterskin (1 gp, 1 lb)

Belt Pouch 1 (1 gp, 0.5 lb)
*Flint & Steel (1 gp)
*Signal Whistle (8 sp)
*Chalk (10) (1 sp)

Belt Pouch 2 (1 gp, 0.5 lb)
*Trail Rations (2) (1 gp, 0.5 lb)

xp:
0