![]()
About Bartleby NutmegBartleby is a Cleric. He is happiest in the outdoors and with some animal friends. He loves a good batch of cookies too. He is very small for a halfling even (Bartleby is about the size of a 3 year old human child), but he does his best to make up for it. He has a curiousity about the world and about magic, runes and magic items. He loves to explore and get into adventures. Recently Bartleby has animated some undead animals he discovered illegally poached. He has taken a small fascination with undead, although he is not evil. He has also created a magical item that makes him even smaller, about the size of a squirrel. Class: Cleric 10
Stats:
Str 3 (-4), Dex 24(+7), Con 14(+2), Int 14(+2), Wis 18(+4), Cha 16(+3) Defense:
AC 31, touch 21, flat-footed 24 (+7 dex, +2 size, +6 armor, +3 shield, +1 natural +2 deflection ) CMD 18 (+7 BAB, -4 str ,+7 dex ,-2 siz) hp 110 (10d8(8,8,8,8,8,8,8,8,8,8) +20 CON +10 FCB ) Fort +13 ( base 7, stat 2, racial 1, trait 1, cloak 2) Ref +13 (base 3, stat 7, racial 1, cloak 2) Will +14 (base 7, stat 4, racial 1, cloak 2) Note: +2 vs all fear Offense:
BAB +7/+2, CMB +12 (BAB +7, +7 dex* -2 size) *tiny creatures use their Dex for CMB not Str Move Speed 20' Attacks:
Feats:
Armor Proficiency-light (free) Armor Proficiency-medium (free) Shield Proficiency (free) Simple Weapons (free) Scribe Scroll (free) Rune Domain Mounted Combat: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll. Craft Wondrous Item (3rd) Boon Companion (5th) Craft Magical Arms and Armor (7th) Forge Ring (9th) Skills:
(2 base +2 int/level) Trained: Spellcraft +15 (rank 10, class skill 3, int 2) Ride +23/25 (+18/+20 on ape) (rank 10, class skill 3, dex 7, traits 3, *saddle 2, ape -5) * bonus only for staying in saddle checks Handle Animal: +16/+20* (rank 10, cha 3, trait 3) *Handle animal companion is a free action and gets a +4 bonus Craft (Armor): +6 (rank 1, int 2, class skill 3) Knowledge Religion +6 (rank 1, class skill 3, int 2) Knowledge Arcana +6 (rank 1, class skill 3, int 2) Knowledge Nature +6 (rank 1, class skill 3, int 2) Knowledge Planes +6 (rank 1, class skill 3, int 2) Linguistics +6 (rank 1, class skill 3, int 2) - Celestial Heal +10 (rank 1, class skill 3, wis 4, healer's kit 2) Stealth: +21 ( rank 3, dex 7, size 8, cloak 3) Untrained:
Special Abilities:
Channel Energy (6/day 5d6) DC 18 (10+1/2 cleric level+cha mod) Orisons ( 0 level spells, not expended when cast ) Spontaneous Casting (convert spells to "cure" spells, chosen: heal) Domains Animal:Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill. Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level. Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions)note- See Boon Companion feat taken Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Rune:
Spell Rune (Sp): At 8th level, you can attach another spell that you cast to one of your blast runes, causing that spell to affect the creature that triggers the rune, in addition to the damage. This spell must be of at least one level lower than the highest-level cleric spell you can cast and it must target one or more creatures. Regardless of the number of targets the spell can normally affect, it only affects the creature that triggers the rune. Domain Spells:
checks.
Traits:
Alternate racial trait: Outrider Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces sure-footed. Beast Bond: You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you. - Ride chosen Survivalist You gain a +1 trait bonus on Fortitude saves. Languages:
Halfling, Common, Elven, Dwarven, Celestial (from linguistics) Equipment:
light crossbow 2 10 bolts .5 signal whistle - (neck) candles (10) - (pouch) travellers outfit 1.25 belt pouch .125lbs chalk (2) - (pouch) vials (10) - (pouch) pony, combat trained military saddle 30 (pony) exotic military saddle 40 (ape) bit and bridle 1 (pony) saddlebags 8 (ape) healers kit 1 (in saddlebags) flint and steel - (pouch) wood holy symbol - (neck) ball 2" - (pouch) dice - (pouch) marbles - (pouch) inkpen - (pouch) parchment (4) - (pouch) acid flask (2) 2 (in saddlebags) bedroll and blanket 2 (in saddlebags) masterwork artisan tools(armoring) 5 (kept at home or in saddlebags)
Wealth: 13415gp unspent weight total=10.125 lbs (at tiny size, gear weighs 1.266 lbs)
encumbrance
Other stuff:
Appearance:
Bartleby wears a small mottled green and grey cloak, often with the hood up. He wears leather breeches and matching leather boots, and thinks the halfling custom of going barefoot makes you look like some sort of country bumpkin. His sandy colored hair is kept short, and his face appears youthful and childlike. He is quite thin and although not very strong he is wiry, energetic, agile and quick on his feet. He wears a fine chain shirt and a light buckler is strapped to his left arm. His weapon of choice is a light crossbow. He usually wears a green/grey mottled tunic and jacket with a lot of pockets. He has a faithful war pony and has befriended a wild ape from the forest highlands who is now his faithful companion. Typical Prepared Spells:
DC = 14 + spell level Normal: Level 0 (prepare 4): light, resistance, create water, detect magic Level 1 (5/day): sanctuary,divine favor x2, protection from evil Level 2 (5/day): bull's strength, divine trident, resist energy (x2),blessings of luck and resolve Level 3 (4/day): channel vigor, summon monster III, protection from energy, prayer Level 4 (4/day): Blessing of fervor, shield of dawn, spiritual ally,control water Level 5 (2/day): righteous might,geniekind DOMAIN: Level 1: calm animals Level 2: hold animal Level 3: dominate animal Level 4: summon nature's ally IV (animal only) Level 5: beast shape III Mount (My Lil' War Pony):
N Medium animal Init +3; Senses low-light vision, scent; Perception +7 DEFENSE AC 19, touch 13, flat-footed 16 (+3 Dex, +2 Natural Armor,+4 armor) hp 17 (2d8+8) Fort +7, Ref +6, Will +2 OFFENSE Speed 40 ft. Melee 2 hooves –1 (1d3+2) STATISTICS Str 17, Dex 17, Con 18, Int 6, Wis 15, Cha 8 Base Atk +1; CMB +4; CMD 17 (21 vs. trip) Feats Endurance, Run (Bonus) Skills Perception +7 Carrying Capacity ( medium quadruped )
Bartleby 32lbs
Animal Companion: Martin the Ape:
N Large animal
Gear: +2 Mithral chain shirt barding (25lbs), exotic military riding saddle(40lbs), Amulet of Mighty Fists (shock,fire), Ring of Protection +2, Heavyload Belt of physical might (+2 str/con, permanent Ant Haul), Muleback Cords Carrying Capacity ( 35 str. large quadruped x3, ant haul x3)
with Bulls Strength (str 39 large quadruped x3, ant haul x3):
Undead Minions - Fast Zombie Adult Black Dragon and Bloody Skeletal Tiger:
NE Large Undead (water) Init +2; Darkvision 60'; Perception +0 DEFENSE AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
OFFENSE Speed 70 ft., fly 200 ft. (clumsy), swim 60 ft.
STATISTICS Str 27 (+8), Dex 14(+2), Con -, Int -, Wis 10(0), Cha 10(0)
Bloody Skeletal Tigers
(+6 str, +3 dex, +1 siz, +4 bab) (28 vs. trip)
Other notes:
Bartleby recently rescued a dozen or so wererats and took them under his wing, putting them up in his home and providing for them. They have taken on new lives and new jobs. Current Spells Active:
Resistance (Martin) 1 minute - renewable at will [+1 resistance] Detect Magic (Bartleby) - 9 minutes/conc - renewable at will Light - (Bartleby) - 90 minutes - renewable at will Mage Hand - (Bartleby) - conc - renewable at will Resist energy:acid (Martin) - 90 minutes - [20 points] Protection from Energy:acid (Bartleby) - 90 minutes - [85/108 points] Blessings of Luck and Resolve - (Bartleby) - 9 minutes - [immune to fear] Protection from Evil - (Martin) - 9 minutes [+2 saves vs evil, +2 morale vs ench/charm/comp, bodily contact forbidden to summoned] Bull's Strength - (Martin) - 9 minutes [+4 str] Divine Trident - (Bartleby) - 9 minutes Expeditious Retreat - (Martin) - 1 rounds [+30 ft move] -- Divine Favor - (Martin) - 12 rounds [+3 luck hit/dam] Prayer - (Group but not undead) - 2 rounds [+1 luck to att/dam/saves/skill checks -1 to enemies] Blessing of Fervor - (Group 9) - 3 rounds [(extend a 1st or 2nd level spell) +2 att/dodge AC/reflex saves] Sanctuary - (Bartleby) - 4 rounds - [DC 15 Will] Channel Vigor - (Martin - Limbs) - 5 rounds - [haste] Righteous Might - (Martin) - 6 rounds - [x2 size, +4 size bonus str/con, -2 dex, +2 NA, 5/evil DR] Shield of Dawn - (Martin) - 7 rounds Barroom Brawler->Rending Claws (Martin) - 9 Rounds Spiritual Ally - 8 rounds Summon Monster III - 9 rounds -- not cast yet -- Summon Nature's Ally IV - 9 rounds
channel uses left: 6
|