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About Etune Snowfoot1:
Etune Snowfoot (Core)
Female halfling sorcerer 1 NG Small humanoid (halfling) Init +5; Senses Perception +6 -------------------- Defense -------------------- AC 15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size) hp 7 (1d6+1) Fort +1, Ref +4, Will +3; +2 vs. fear -------------------- Offense -------------------- Speed 20 ft. Melee dagger +2 (1d3+1/19-20) or light mace +2 (1d4+1) Ranged light crossbow +4 (1d6/19-20) Special Attacks claws (2, 1d3, 6 rounds/day) Sorcerer Spells Known (CL 1st; concentration +4) 1st (4/day)—mage armor, magic missile 0 (at will)—acid splash, detect magic, disrupt undead, ray of frost Bloodline Draconic -------------------- Statistics -------------------- Str 12, Dex 16, Con 10, Int 14, Wis 10, Cha 16 Base Atk +0; CMB +0; CMD 14 Feats Dodge, Eschew Materials Traits gifted adept, reactionary Skills Acrobatics +5 (+1 to jump), Bluff +7, Climb +3, Knowledge (arcana) +6, Perception +6, Spellcraft +6; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception Languages Common, Elven, Gnome, Halfling SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die) Combat Gear alchemist's fire, oil (3); Other Gear crossbow bolts (20), dagger, light crossbow, light mace, backpack, bedroll, chalk, explorer's outfit, flint and steel, hooded lantern, ink, black, inkpen (3), mirror, parchment (20), silk rope (50 ft.), soap, sunrod (3), trail rations (8), waterskin, winter blanket, 21 gp, 7 sp, 8 cp -------------------- Special Abilities -------------------- Bloodline Arcana: Draconic (Ex) +1 damage per die for [Cold] spells. Claws (6 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Fearless +2 racial bonus vs Fear saves. Gifted Adept (Magic Missile) A chosen spell gets +1 CL. 1.1:
Etune Snowfoot (Core)
Female halfling sorcerer 1 NG Small humanoid (halfling) Init +5; Senses Perception +6 -------------------- Defense -------------------- AC 15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size) hp 7 (1d6+1) Fort +1, Ref +4, Will +3; +2 vs. fear -------------------- Offense -------------------- Speed 20 ft. (15 ft. in armor) Melee dagger +2 (1d3+1/19-20) or light mace +2 (1d4+1) Ranged light crossbow +4 (1d6/19-20) Special Attacks claws (2, 1d3, 6 rounds/day) Sorcerer Spells Known (CL 1st; concentration +4) 1st (4/day)—mage armor, magic missile 0 (at will)—acid splash, detect magic, disrupt undead, ray of frost Bloodline Draconic -------------------- Statistics -------------------- Str 12, Dex 16, Con 10, Int 14, Wis 10, Cha 16 Base Atk +0; CMB +0; CMD 14 Feats Dodge, Eschew Materials Traits gifted adept, reactionary Skills Acrobatics +2 (-6 to jump), Climb +0, Knowledge (arcana) +6, Linguistics +3, Perception +6, Spellcraft +6; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception Languages Common, Draconic, Elven, Gnome, Halfling SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die) Combat Gear potion of cure light wounds (2), alchemist's fire, oil (3), tanglefoot bag (2); Other Gear crossbow bolts (20), dagger, light crossbow, light mace, backpack, bedroll, chalk, explorer's outfit, flint and steel, hooded lantern, ink, black, inkpen (3), mirror, parchment (20), silk rope (50 ft.), soap, sunrod (3), trail rations (8), waterskin, wayfinder, winter blanket, 251 gp, 7 sp, 8 cp -------------------- Special Abilities -------------------- Bloodline Arcana: Draconic (Ex) +1 damage per die for [Cold] spells. Claws (6 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Fearless +2 racial bonus vs Fear saves. Gifted Adept (Magic Missile) A chosen spell gets +1 CL. 2.0:
Etune Snowfoot (Core)
Female halfling sorcerer 2 NG Small humanoid (halfling) Init +5; Senses Perception +5 -------------------- Defense -------------------- AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size) hp 16 (2d6+6) Fort +3, Ref +4, Will +3; +2 vs. fear -------------------- Offense -------------------- Speed 20 ft. Melee dagger +3 (1d3+1/19-20) or light mace +3 (1d4+1) Ranged light crossbow +5 (1d6/19-20) Special Attacks claws (2, 1d3, 6 rounds/day) Sorcerer Spells Known (CL 2nd; concentration +5) 1st (5/day)—ray of enfeeblement (DC 14), shield 0 (at will)—acid splash, detect magic, disrupt undead, ray of frost, read magic Bloodline Draconic -------------------- Statistics -------------------- Str 12, Dex 16, Con 14, Int 12, Wis 8, Cha 16 Base Atk +1; CMB +1; CMD 14 Feats Arcane Strike, Eschew Materials Traits magical knack, reactionary Skills Acrobatics +5 (+1 to jump), Climb +3, Knowledge (arcana) +6, Linguistics +2, Perception +5, Spellcraft +5, Survival -1 (+1 to avoid becoming lost), Use Magic Device +7; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception Languages Common, Draconic, Elven, Halfling SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die) Combat Gear potion of cure light wounds (2), potion of shield of faith +2 (5), wand of cure light wounds, wand of mage armor (50 charges), alchemist's fire, oil (3), tanglefoot bag (2); Other Gear blunted bolts (20), dagger, light crossbow with 20 bolts, light mace, wayfinder[ISWG], backpack, bedroll, chalk, explorer's outfit, flint and steel, hooded lantern, ink, inkpen (3), mirror, parchment (20), silk rope (50 ft.), soap, sunrod (3), trail rations (8), waterskin, winter blanket, 1,020 gp, 7 sp, 8 cp -------------------- Special Abilities -------------------- Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Bloodline Arcana: Draconic (Ex) +1 damage per die for [Cold] spells. Claws (6 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Magical Knack (Sorcerer) +2 CL for a specific class, to a max of your HD. Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51). Note: This item costs only 250 gp for members of the Pathfinder Society Construction
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