Full Name |
Florence the Scarred |
Race |
Shaman 1, Half-Elf Init +3; Senses low-light vision; Perception +10 |
Classes/Levels |
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 10 (1d8+2) Fort +1, Ref +3, Will +5; Undead Resistance +2 racial bouns disease and mind-effecting effects., +2 vs. enchantments Immune sleep |
Gender |
Female |
Strength |
12 |
Dexterity |
16 |
Constitution |
13 |
Intelligence |
12 |
Wisdom |
16 |
Charisma |
13 |
About Florence the Scarred
Florence
Female half-elf shaman 1 (Pathfinder RPG Advanced Class Guide 35)
CG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +10
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +1, Ref +3, Will +5; Undead Resistance +2 racial bouns disease and mind-effecting effects., +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4+1/19-20)
Ranged longbow +3 (1d8/×3)
Special Attacks channel positive energy 2/day (DC 11, 1d6)
Shaman Spells Prepared (CL 1st; concentration +4)
. . 1st—burning hands (DC 14), cure light wounds; detect undead[S]
. . 0 (at will)—detect magic, light, stabilize
. . S spirit magic spell; Spirit Life
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Statistics
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Str 12, Dex 16, Con 13, Int 12, Wis 16, Cha 13
Base Atk +0; CMB +1; CMD 14
Feats Skill Focus (Use Magic Device)
Traits dangerously curious, frontier-forged (any frontier area), seeker
Skills Acrobatics +0 (-4 to jump), Bluff -1, Disguise -4, Heal +7, Perception +10, Sense Motive +4, Spellcraft +5, Survival +3 (+4 to get along in the wild), Use Magic Device +9; Racial Modifiers +2 Perception
Languages Common, Daemonic, Elven
SQ elf blood, spirit animal (ermine named Snow)
Combat Gear potion of cure light wounds; Other Gear studded leather, arrows (40), dagger, longbow, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol, 11 gp
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Special Abilities
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Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Shaman Channel Positive Energy 1d6 (2/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spirit Animal (spirit animal (ermine named Snow)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
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Snow CR –
Ermine (Ultimate Wilderness 190)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +5
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Defense
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AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 5 (1d8); fast healing 1
Fort +2, Ref +4, Will +3
Defensive Abilities improved evasion
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Offense
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Speed 20 ft., climb 20 ft.
Melee bite +4 (1d3-4)
Space 2 ft.; Reach 0 ft.
Special Attacks attach
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Statistics
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Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
[b]Tricks Deliver, Fetch, Guide, Hunt, Seek, Track
Skills Acrobatics +10 (+6 to jump), Climb +10, Escape Artist +3, Heal +2, Perception +5, Sense Motive +2, Spellcraft -1, Stealth +14 (+18 in snow), Use Magic Device -2; Racial Modifiers +8 Acrobatics, +4 Stealth, +4 Stealth in snow
SQ deliver, empathic link, fetch, guide, hunt, seek, track
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Special Abilities
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Attach (Ex) If you hit with the listed attack, you can latch on to your opponent.
Climb (20 feet) You have a Climb speed.
Deliver [Trick] Delivers item to indicated point or person.
Empathic Link (Su) You have an empathic link with your master.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Fetch [Trick] The animal will get a specific object.
Guide [Trick] Act as a guide for those that are blinded or otherwise unable to see.
Hunt [Trick] Hunts or forages for food to bring to handler.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
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.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Track [Trick] The animal will track a scent.
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