Bartleby Nutmeg's page

306 posts. Alias of CaveToad.

Full Name

Bartleby Nutmeg


Male Halfling


Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6


Tiny ( 1' 5" 4 lbs) - without vest: Small ( 2' 10" 32 lbs )


25 years old




Common, Halfling, Elven, Dwarven, Celestial

Strength 3
Dexterity 24
Constitution 14
Intelligence 14
Wisdom 18
Charisma 16

About Bartleby Nutmeg

Bartleby 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
Alignment: N
Race: Halfling
Size : Small (Tiny)
Init +7; Senses Perception +6 (+4 WIS, +2 racial)


Str 3 (-4), Dex 24(+7), Con 14(+2), Int 14(+2), Wis 18(+4), Cha 16(+3)


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


BAB +7/+2, CMB +12 (BAB +7, +7 dex* -2 size)
*tiny creatures use their Dex for CMB not Str
Move Speed 20'

light crossbow(tiny) +16/+11 (+2 siz, +7 dex, +7/+2 BAB) 1d6(1d3) (20/x2)


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)


(2 base +2 int/level)
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)

Acrobatics +7/+3 for jumps (dex 7, speed penalty for long jumps -4)
Perception: +6 ( wis 4, race 2)
Appraise: +2 (int 2)
Bluff: +3 (cha 3)
Climb: -4 (str -4)
Diplomacy: +3 (cha 3)
Disguise: +3 (cha 3)
Escape Artist: +7 (dex 7)
Perform: +2 (cha 2)
Sense Motive: +4 (wis 4)
Survival: +4 (wis 4)
Swim: -4 (str -4)

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)
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.
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Granted Powers: In strange and eldritch runes you find potent magic. You gain Scribe Scroll as a bonus feat.
Blast Rune (Sp): As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two cleric levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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:
1st: erase, calm animals
2nd: secret page, hold animal
3rd: dominate animal, glyph of warding
4th: summon nature's ally IV (animal only),
explosive runes
5th: beast shape III, lesser planar binding
Keen Senses: Halflings receive a +2 racial bonus on Perception

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.


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.

Halfling, Common, Elven, Dwarven, Celestial (from linguistics)


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

+2 mithril chain shirt 5
+2 darkwood buckler 1.25
scrolls (cure light wounds x4 (1st), shield of faith x2 (1st), magic weapon x2 (1st))
two scroll cases 1
resistance cloak of the elven hedge wizard (transmutation, cast mage -hand and prestidigitation at will. 1/day: enlarge person, expeditious retreat ) – added +2 resistance and +3 stealth rolls (each cost 50% extra over base )
potion of cure light wounds (CL1)
tower shield x2 90lbs (not carried)
Belt of Physical Might +2 (dex/con)
Amulet of Natural Armor +1
Headband of Mental Prowess +2 (wis/cha)
Vest of Reduction (Continuous Use Reduce Person CL1 )
Magic Item Slot breakdown:
Armor: mithril chain shirt +2
Belts: Belt of Physical Might +2
Chest: Vest of Reduction
Headband: Headband of Mental Prowess +2
Neck: Amulet of Natural Armor +1
Ring (up to two): Ring of Protection +2
Shield: Darkwood Buckler +2
Shoulders: Resistance Cloak of the Elven Hedge Wizard

Wealth: 13415gp unspent

weight total=10.125 lbs (at tiny size, gear weighs 1.266 lbs)
Capacity: At size small and Str 5: under the 12 lbs is light

At size tiny and Str 3: under 5lbs is light encumbrance

Other stuff:
preserved cytillipede corpse
a few small pieces of adamantium


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.

Mount (My Lil' War Pony):

N Medium animal
Init +3; Senses low-light vision, scent; Perception +7
AC 19, touch 13, flat-footed 16 (+3 Dex, +2 Natural Armor,+4 armor)
hp 17 (2d8+8)
Fort +7, Ref +6, Will +2
Speed 40 ft.
Melee 2 hooves –1 (1d3+2)
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 )
Light: 129 or less
Medium: 130 - 259
Heavy: 260 - 390
Staggered Lift: 780
Push/Drag: 1650

Bartleby 32lbs
Bartleby gear 11.625 lbs
Pony gear and misc gear 49lbs
masterwork 'chain shirt' barding 25lbs
tower shields 90
total: 207.625 (117.625 without tower shields)

Animal Companion: Martin the Ape:

N Large animal
Init +4; Senses low-light vision, scent; Perception +5
AC 30, touch 15, flat-footed 26 (+4 Dex, +9 Natural Armor, -1 siz, +6 armor, +2 deflection)
hp 99 (9d8(8,6,7,5,8,7,6,8,7)+27)
Fort +9 (+6 base, +3 con), Ref +10 (evasion) (+6 base, +4 dex), Will +4/+8 (+3 base, +1 wis, +4 bonus vs enchantment)
Speed 30 ft. Climb 30ft.
Attack Attack bite +11 (+6 bab, +8 str, -1 siz, -2 power attack) (1d6+12+1d6 electrical)
2 claws +11 (+6 bab, +8 str, -1 siz, -2 power attack) (1d6+12+1d6 electrical)
Reach 10'
Str 27 (+8), Dex 18(+4), Con 16(+3), Int 3(-4), Wis 12(+1), Cha 7(-2)
Base Atk +5; CMB +12; CMD 25 (29 vs. trip)
Feats: Light Armor proficiency, narrow frame, power attack, barroom brawler, multiattack, eldritch claws
Acrobatics +8 (rank 1, class skill 3, dex 4)
Climb +20 (rank 1, class skill 3, str 8, racial 8)
Stealth +4 (rank 1, class skill 3, dex 4, siz -4)
Perception +5 (rank 1, class skill 3, wis 1)
Escape artist +7 (rank 3, dex 4)
Swim +12 (rank 1, class skill 3, str +8)
Survival +2 ( rank 1, wis 1 )
Tricks: All

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)
Light: 9576 or less
Medium: 9577 - 19188
Heavy: 19189 - 28880
Staggered Lift: 57600
Push/Drag: 144,000 (288,000 with favorable conditions)

with Bulls Strength (str 39 large quadruped x3, ant haul x3):
Light: 16776 or less
Medium: 16777 - 33588
Heavy: 33589 - 50400
Staggered Lift: 100,800
Push/Drag: 252,000 (504,000 with favorable conditions)

Undead Minions - Fast Zombie Adult Black Dragon and Bloody Skeletal Tiger:

NE Large Undead (water)
Init +2; Darkvision 60'; Perception +0


AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 104 (16d8+16 Toughness, +16 desecration)
Undead traits
Fort +5 (Base 5), Ref +7 (Base 5+2 dex), Will +10 (Base 8+2 inherent)


Speed 70 ft., fly 200 ft. (clumsy), swim 60 ft.
Melee bite +20 (2d6+12)
2 claws +20 (1d8+8)
2 wings +15 (1d6+4)
tail +15 (1d8+12)
slam +20 (1d8+12) (x2 on full attack)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)


Str 27 (+8), Dex 14(+2), Con -, Int -, Wis 10(0), Cha 10(0)
Base Atk +12
CMB +21 (BAB +12, STR +8, SIZ +1)
CMD 33 (37 vs. trip) (10+ BAB+12, STR+8 DEX +2 SIZ +1)
Feats: Toughness
Quick Strikes (Ex): Whenever a fast zombie takes a full-attack action, it can make one additional slam attack at its highest base attack bonus.

Bloody Skeletal Tigers
NE Large Undead
Init +7; Senses darkvision 60 ft, perception +0
AC 14, touch 12, flat-footed 11 (+3 Dex, +2 natural, –1 size)
hp 49,49 (6d8+12+12 from being created in a desecrated area)
Dr 5/bludgeon, Immune to cold, undead traits, fast healing 3
Fort +4 (2 base, 2 cha) , Ref +5 (2 base, 3 dex), Will +4 (3 base)
Saves: A bloody skeleton gains channel resistance +4.
Speed 40 ft.
Melee 2 claws +10 (1d8+6) bite +10 (2d6+6),
Space 10 ft.; Reach 5 ft.
Special Attacks: None
Str 23 (+6), Dex 17 (+3), Con -, Int -, Wis 10, Cha 14 (+2)
Base Atk +4; CMB +11 (+4 bab, +6 str, +1 siz) (+15 grapple); CMD 24

(+6 str, +3 dex, +1 siz, +4 bab) (28 vs. trip)
Feats:Improved Initiative
Fast Healing: A bloody skeleton has fast healing equal to 1 per 2 Hit Dice it possesses (minimum 1).
Deathless (Su): A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.
Undead Traits:
No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon’s DC).
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
Cannot heal damage on its own if it has no Intelligence score,
although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
Undead do not breathe, eat, or sleep.
Per the spell magic jar: "Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls." This is an important sentence when considering any spells or effects which reference "souls."

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
Beast Shape III - () - 9 minutes
Speak with Animals - 9 rounds

channel uses left: 6
blast runes: 7