Lini

Clarissa and Tiny's page

13 posts. Alias of SinBlade06.


Full Name

Clarissa Greenwind

Race

Gnome

Classes/Levels

Druid/2

Gender

Female

Size

S

Age

66

Alignment

NG

Deity

None

Location

Duvik's Pass

Languages

Common, Draconic, Druidic, Gnome, Sylvan

Strength 10
Dexterity 14
Constitution 12
Intelligence 11
Wisdom 16
Charisma 14

About Clarissa and Tiny

Female Gnome Druid 2
NG Small humanoid (gnome)
Init +3; Senses Low-Light Vision, Perception+9

DEFENSE
AC 17, touch 12, flat-footed 16 (+5 armor, +1 Dex, +1 size)
hp 17 (2d8)+4
Fort +4, Ref +2, Will +6, +2 vs. illusion spells or effects

OFFENSE
Speed 15 ft., Woodland Stride
Melee masterwork shortspear (small) +3 (1d4)
Ranged masterwork shortspear (small/thrown) +5 (1d4)
Ranged javelin (small) +4 (1d4)
Special Attacks Spontaneous Casting,
Spell-Like Abilities: dancing lights ( 1/day) ghost sound ( DC 12, 1/day) prestidigitation ( DC 12, 1/day) speak with animals ( DC , 1/day)

STATISTICS
Base Atk +1; CMB +0; CMD 12
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Death from Above, Shield Proficiency

Skills:
Acrobatics -4
Acrobatics (Jump) -12
Bluff +2
Climb -6
Diplomacy +2
Disguise +2
Escape Artist -3
Fly -2
Handle Animal +7
Heal +9
Intimidate +2
Knowledge (Geography) +4
Knowledge (Nature) +6
Perception +9
Ride -4
Sense Motive +3
Survival +9
Survival (Follow or identify tracks/Underground) +3
Swim -6

SQ Animal Companion, Defensive Training, Gnome Magic, Hatred, Illusion Resistance, Keen Senses, Low-Light Vision, Nature Sense, Obsessive, Orisons, Weapon Familiarity, Wild Empathy +4, Woodland Stride,
Gear masterwork shortspear (small); masterwork lamellar (horn); javelin (small) (x5); barding (studded leather); saddle (exotic/riding); Backpack (Small) [ Crowbar; Rope (Hemp/50 ft.); Scroll (Cure Light Wounds) (x2); ]; Pouch (Belt) (Small) [ Potion of Lesser Restoration; ]; Spell Component Pouch ;

SPECIAL ABILITIES
Animal Companion (Ex)
Caretaker As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.
Defensive Training (Ex) Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
Gnome Magic (Sp) Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain spell-like abilities.
Hatred (Ex) Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Illusion Resistance (Ex) Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses (Ex) Gnomes receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
Obsessive (Ex) Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Rapscallion You've spent your entire life thumbing your nose at the establishment and take pride in your run ins with the law. Somehow, despite all the mischievous behavior in your life, you've never been caught.
Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Weapon Familiarity (Ex) Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Wild Empathy (Ex) You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+4 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
Woodland Stride (Ex) You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Tiny the Tyrannosaur:
Male Tyrannosaurus Animal 3
TN Medium animal
Init +3; Senses Low-Light Vision, Scent, Perception+6
DEFENSE
AC 20, touch 13, flat-footed 17 (+3 armor, +3 Dex, +4 natural)
hp 14 (3d8)
Fort +3, Ref +6, Will +3
OFFENSE
Speed 30 ft.
Melee bite +4 (1d8+2)
STATISTICS
Str 14, Dex 16, Con 10, Int 2, Wis 15, Cha 10
Base Atk +2; CMB +4; CMD 17
Feats Armor Proficiency, Light, Power Attack
Skills Acrobatics +2, Acrobatics (Jump/Underground) +3, Appraise -4, Climb +1, Craft (Untrained) -4, Escape Artist +2, Fly +2, Heal +2, Intimidate +4, Perception +6, Ride +2, Sense Motive +2, Stealth +2, Survival +6, Survival (Follow or identify tracks/Underground) +2, Swim +1,
SQ Combat Training, Bonus Tricks 1, Link, Low-Light Vision, Scent, Share Spells,
Animal Tricks Combat Training, Attack, Come, Defend, Down, Guard, Heel
Gear barding (studded leather); saddle (exotic/riding);
SPECIAL ABILITIES
Bonus Tricks 1
Link (Ex) A master 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 master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Low-Light Vision (Ex) You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master 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.
ANIMAL TRICKS
Combat Training An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also "upgrade" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.