Full Name |
Feybella | Female Gnome | Oracle/6 |
Race |
HP 51/51 (13Temp) AC 20, T 15, FF 17 Init +2; Senses low-light vision; Per +10 |
Gender |
|
Size |
Fort +4, Ref +6, Will +6; +2 vs. illusions | Speed 15 | Immune Fatigue |
Age |
56 |
Alignment |
Chaotic Good |
Deity |
Erastil |
Languages |
Common, Gnome, Sylvan, Varisian |
Strength |
10 |
Dexterity |
14 |
Constitution |
13 |
Intelligence |
13 |
Wisdom |
10 |
Charisma |
18 |
About Feybella
Feybella
Female gnome oracle (seeker) 6 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Player's Guide 42)
CG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +10
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Defense
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AC 21, touch 16, flat-footed 17 (+5 armor, +1 deflection, +3 Dex, +1 dodge, +1 size)
hp 51 (6d8+18) (currently 22)
Fort +4 (+2 circumstance bonus vs. cold weather), Ref +6, Will +6; +2 vs. illusions
Immune fatigue
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Offense
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Speed 30 ft.
Melee +1 silver longspear +7/+7 (1d6/×3) or
mwk cold iron morningstar +7/+7 (1d6) or
silver sickle +6/+6 (1d4-1)
Ranged darkwood light crossbow +9/+9 (1d6/19-20) or
light crossbow +8/+8 (1d6/19-20) or
sling +8/+8 (1d3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 silver longspear)
Spell-Like Abilities (CL 6th; concentration +14)
1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak with animals
Oracle (Seeker) Spells Known (CL 6th; concentration +14)
3rd (4/day)—cure serious wounds, prayer, speak with plants
2nd (6/day)—aid, barkskin, bull's strength, cure moderate wounds
1st (7/day)—bless, charm animal (DC 15), cure light wounds, liberating command[UC], summon monster I, weapons against evil
0 (at will)—detect magic, guidance, mending, read magic, spark[APG] (DC 14), stabilize, virtue
Mystery Nature
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Statistics
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Str 10, Dex 14, Con 13, Int 13, Wis 10, Cha 18
Base Atk +4; CMB +4; CMD 19
Feats Extra Revelation[APG], Mounted Combat, Toughness
Traits dangerously curious, tomb raider
Skills Bluff +5, Diplomacy +9, Disable Device +14, Handle Animal +5, Heal +5, Knowledge (arcana) +4 (+8 spells), Knowledge (history) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +10, Ride +2 (+4 to stay in the saddle), Spellcraft +10 (+14 spells), Survival +0 (+2 to avoid becoming lost), Use Magic Device +14; Racial Modifiers +2 Perception
Languages Common, Gnome, Sylvan, Varisian
SQ gnome magic, oracle's curse (lame), revelations (bonded mount, nature's whispers), seeker lore, trapfinding +3
Combat Gear oil of bless weapon (2), potion of cure light wounds, wand of cure light wounds, wand of shield (50 charges), acid, alchemist's fire; Other Gear +1 lamellar (leather) armor[UC], darkwood buckler, +1 silver longspear, crossbow bolts (20), darkwood light crossbow, light crossbow, mwk cold iron morningstar, silver sickle, sling, sling bullets (20), aegis of recovery[UE], cloak of resistance +1, handy haversack, ring of protection +1, wayfinder[ISWG], belt pouch, cold weather outfit, flint and steel, furs[APG], masterwork backpack[APG], masterwork thieves' tools, waterskin, 5,208 gp, 5 sp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Immunity to Fatigue You are immune to the fatigued condition.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Seeker Lore (Ex) +4 to Knowledge (arcana) and Spellcraft checks related to bonus spells.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
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Purchases for Next Scenerio:
Bought:
Cloak of Resistance + 1 1,000
Wayfinder 250
Upgrade Armor to +1 2,000
Masterwork Cold Iron Morningstart 316
Bought:
Handy Haversack 2,000
Bought:
Cold Weather Gear 8
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Wolfie CR –
Male wolf
N Medium animal
Init +3; Senses low-light vision, scent; Perception +6
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Defense
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AC 24, touch 14, flat-footed 20 (+4 armor, +3 Dex, +1 dodge, +6 natural)
hp 51 (6d8+24)
Fort +8 (+2 circumstance bonus vs. cold weather), Ref +8, Will +3 (+4 morale bonus vs. enchantment effects); +1 morale vs. fear
Defensive Abilities evasion
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Offense
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Speed 50 ft.
Melee (S) cold iron morningstar +1 (1d6+2) or
bite +7 (1d6+3 plus trip)
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Statistics
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Str 15, Dex 17, Con 16, Int 6, Wis 12, Cha 6
Base Atk +4; CMB +7; CMD 20 (24 vs. trip)
Feats Dodge, Light Armor Proficiency, Toughness
Tricks Air Walk, Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Fetch, Guard, Heel, Perform, Seek, Stay, Track, Work
Skills Acrobatics +6 (+14 to jump), Perception +6, Stealth +7, Survival +1 (+5 when tracking by scent), Swim +5; Racial Modifiers +4 Survival when tracking by scent
SQ air walk, attack any target, combat riding, devotion, fetch, perform, seek, stay, track, work
Combat Gear holy water (2); Other Gear mwk chain shirt, cold iron morningstar, bedroll, exotic military saddle, furs[APG], mess kit[UE], saddlebags, soap, torch (10), trail rations (5)
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Special Abilities
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Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Perform [Trick] The animal will perform tricks.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.
Work [Trick] The animal pulls or pushes a medium or heavy load.
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