HP 10/10 | AC 18 | T 12 | FF 17 | CMD 10 | Fort +5 | Ref +1 | Will +6 | Init +1 | Perc +9
Classes/Levels
Active Effects:
Longstrider(1h)
Gender
Usable:
Channel Energy 3/6, Agile Feet 6/6, Bit of Luck 6/6
About Fiddlesticks McCoy
Crunch:
Fiddlesticks McCoy
Male Gnome Cleric 1
NG Humanoid(Gnome)
Init +1; Senses Low-Light Vision; Perception +9
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Defense
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AC 19, touch 12, flat-footed 18 (+6 armor, +1 shield, +1 dex, +1 size)
hp 10 (1d8+2)
Fort +5, Ref +1, Will +6
Defensive Abilities
+2 vs Illusion, +4 Ac vs Giants
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Offense
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Speed 25 ft.
Melee Hook Hammer +0 (1d6-1/1d4+1)(x3/x4)
Ranged Light Crossbow +2 (1d6/19-20/×2)
Special Attacks Channel Energy 5/day (1d6) DC 12, Hatred(+1 Hit Goblinoids and Reptiles)
Spell-Like Abilities/Su(Cl 1st; Concentration +4)
Dancing Lights(Sp) 1/1
Ghost Sound(Sp) 1/1
Prestidigitation(Sp) 1/1
Speak with Animals(Sp) 1/1
Cleric Spells Prepared (CL 1st; Concentration +4)(Illusion +1 DC)
0 (3)(at will)
1st (3/day)
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Statistics
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Str 8, Dex 12, Con 14, Int 10, Wis 17, Cha 15
Base Atk +0; CMB -1; CMD 10
Feats Selective Channeling
Traits Dangerously Curious, Indomitable Faith
Skills Bluff +2, Diplomacy +6, Heal +3, Perception +9, Profession(Baker) +5, Sense Motive +7, UMD +3
Languages Common, Gnome, Sylvan
SQ Aura, Channel Energy, Domains(Luck, Travel), Spontaneous casting
Combat/Other Gear Light Crossbow(20 bolts), Hook Hammer, Breastplate, Light Wooden Shield, Wooden Holy Symbol(Desna)x2, Backpack, Spell Comp Pouch, Rations(2), 56gp
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Special Abilities
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Agile Feet (Su) As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (Sp) You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Channel Energy (Su) (6/day, DC 13) 1d6 Heal
Defensive Training: +4 Dodge to AC vs Giants
Domains Luck, Travel
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill.(Prof Baker)
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure Spells.
Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Spells:
(Cl 1st, Conc +4, Illusion +1 DC)
0-3/day: Detect Magic, Guidance, Stabilize
1st-Shield of Faith
Scrolls:
Bless(2)
Comp Lang
Magic Weapon
Pro Evil
Obscuring Mist
Usable:
Wand of Cure Light(50/50)
Acid Flask
Alchemist Fire(2)
Holy Water
Sunrod(2)
XP/Fame/PP:
1/2/0
Scenerio's/Perks:
-The Confirmation(Confirmed Field Agent/Explore, Report, Cooperate/Frined of Janira Gavix) Free Wayfinder, 1 question to the GM, +1 Knowledge Checks when in The Grand Lodge.