Full Name |
Garg Mel |
Race |
Halfling |
Gender |
Male |
Size |
Medium |
Age |
22 |
Special Abilities |
Thinks he's a Goblin |
Alignment |
Neutral |
Languages |
Common, Halfling, Goblin |
Strength |
8 |
Dexterity |
16 |
Constitution |
12 |
Intelligence |
13 |
Wisdom |
10 |
Charisma |
18 |
About Garg Mel
Garg Mel
Male halfling sorcerer 3
CN Small humanoid (halfling)
Init +3; Senses Perception +2
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Defense
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AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 17 (3d6+3)
Fort 14, Ref 16, Will 15; +2 racial bonus vs. poison and sleep, +2 vs. fear
Resist photosynthesis
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Offense
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Speed 30 ft.
Melee dagger +1 (1d3-1/19-20) or
. . dogslicer -3 (1d4-1/19-20) or
. . unarmed strike +1 (1d2-1 nonlethal)
Ranged light crossbow +5 (1d6/19-20)
Special Attacks tanglevine
Sorcerer Spells Known (CL 3rd; concentration +7)
. . 1st (6/day)—entangle (DC 15), magic missile, shield, snapdragon fireworks[UM] (DC 15)
. . 0 (at will)—acid splash, detect magic, light, ray of frost, spark[APG] (DC 14)
. . Bloodline Verdant
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Statistics
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Str 8, Dex 16, Con 12, Int 13, Wis 10, Cha 18
Base Atk +1; CMB -1 (+1 trip); CMD 12 (14 vs. trip)
Feats Combat Expertise, Eschew Materials, Improved Trip
Traits bouncy, upstanding
Skills Bluff +4 (+6 on checks made against goblins), Diplomacy +11 (+13 on checks made against goblins), Intimidate +4 (+6 on checks made against goblins), Perception +2, Profession (merchant) +6, Sense Motive +1 (+3 on checks made against goblins), Spellcraft +7, Use Magic Device +10; Racial Modifiers +2 Perception
Languages Common, Goblin, Halfling
Combat Gear potion of air bubble, potion of cure light wounds (2), potion of touch of the sea, wand of burning hands (CL 3rd, 4 charges), wand of cure light wounds, wand of lesser confusion (10 charges), wand of mage armor (10 charges), wand of magic missile (10 charges), wand of produce flame (10 charges), acid (5), alchemist's fire (5), desnan candle firework (5), gourd of fire burping (2); Other Gear crossbow bolts (10), dagger, dogslicer[ARG], light crossbow, cloak of resistance +1, wayfinder[ISWG], backpack, noble's outfit, trail rations (4), waterskin, 2,279 gp
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Tracked Resources
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Acid - 0/5
Alchemist's fire - 0/5
Crossbow bolts - 0/10
Dagger - 0/1
Desnan candle firework - 0/5
Explore, Report, Cooperate (1 use) - 0/1
Gourd of Fire Burping - 0/2
Kassen's Blessing (1 use) - 0/1
Light (At will) - 0/0
Potion of air bubble - 0/1
Potion of cure light wounds - 0/2
Potion of touch of the sea - 0/1
Tanglevine (CMB +7, 7/day) (Sp) - 0/7
Trail rations - 0/4
Wand of burning hands (CL 3rd, 4 charges) - 0/4
Wand of cure light wounds - 0/50
Wand of lesser confusion (10 charges) - 0/10
Wand of mage armor (10 charges) - 3/10
Wand of magic missile (10 charges) - 0/10
Wand of produce flame (10 charges) - 0/10
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Improved Trip You don't provoke attacks of opportunity when tripping.
Photosynthesis (Sustenance, +2 save vs. Poison & Sleep) (Ex) You need no food and can sleep 2H for the benefits of 8H sleep. +2 save vs. poison and sleep
Tanglevine (CMB +7, 7/day) (Sp) 15' vine can be used for disarm, steal, or trip.
Verdant Gain +spell level natural armor for 1d4r after casting a personal spell.
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