Full Name |
Geoffrey |
Race |
Human |
Classes/Levels |
Adept/3 |
Gender |
Male |
Size |
5'10" |
Age |
40 |
Alignment |
Lawful Good |
Deity |
Eratil |
Location |
Bastrop |
Languages |
Common |
Occupation |
Handyman |
Strength |
11 |
Dexterity |
12 |
Constitution |
12 |
Intelligence |
16 |
Wisdom |
14 |
Charisma |
12 |
About Geoffrey, The Handyman
Geoffrey
Adept 3
Deity Erastil
Init +1; Senses; Perception +6
Defense
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 20 = 14 Hit Dice + 3 Con + 3 Favored Class
Fort +2, Ref +2, Will +5
Offense
Speed 30 ft.
Melee +1 ()
Range +2 ()
Modifiers: Provider (+1 Att when fighting something safe and nutritious to eat)
Statistics
Str 11, Dex 12, Con 12, Int 16, Wis 14, Cha 12
Base Atk +1; CMB +1, CMD 12
Feats: Fast Learner*, Improvisation, Improved Improvisation
Traits: Improvisational Equipment, Provider
Racial Traits: Bonus Feat (*), Heart of the Fields (Profession (Farmer))
Skills Acrobatics
+5 Acrobatics = 1 Dex + 4 Feat
+7 Appraise = 3 Int + 4 Feat
+5 Bluff = 1 Cha + 4 Feat
+5 Climb = 1 Str + 4 Feat
+7 Craft (Blacksmith) = 3 Int + 1 Rank + 3 Class
+7 Craft (Carpentry) = 3 Int + 1 Rank + 3 Class
+7 Craft (Leather) = 3 Int + 1 Rank + 3 Class
+7 Craft (Masonry) = 3 Int + 1 Rank + 3 Class
+7 Craft (Other) = 3 Int + 4 Feat
+7 Craft (Traps) = 3 Int + 1 Rank + 3 Class
+5 Diplomacy = 1 Cha + 4 Feat
+5 Disable Device = 1 Dex + 4 Feat
+5 Disguise = 1 Cha + 4 Feat
+5 Escape Artist = 1 Dex + 4 Feat
+5 Fly = 1 Dex + 4 Feat
+5 Handle Animal = 1 Cha + 4 Feat
+6 Heal = 2 Wis + 4 Feat
+5 Intimidate = 1 Cha + 4 Feat
+7 Knowledge (arcana) = 3 Int + 1 Rank + 3 Class
+7 Knowledge (dungeoneering) = 3 Int + 1 Rank + 3 Class
+7 Knowledge (engineering) = 3 Int + 1 Rank + 3 Class
+7 Knowledge (geography) = 3 Int + 1 Rank + 3 Class
+7 Knowledge (history) = 3 Int + 1 Rank + 3 Class
+7 Knowledge (local) = 3 Int + 1 Rank + 3 Class
+7 Knowledge (nature) = 3 Int + 1 Rank + 3 Class
+7 Knowledge (nobility) = 3 Int + 1 Rank + 3 Class
+7 Knowledge (planes) = 3 Int + 1 Rank + 3 Class
+7 Knowledge (religion) = 3 Int + 1 Rank + 3 Class
+7 Linguistics = 3 Int + 4 Feat
+6 Perception = 2 Wis + 4 Feat
+5 Perform = 1 Cha + 4 Feat
+7 Profession (Farmer) = 2 Wis + 1 Rank + 3 Class + 1 Trait
+6 Profession (Other) = 2 Wis + 4 Feat
+5 Ride = 1 Dex + 4 Feat
+6 Sense Motive = 2 Wis + 4 Feat
+5 Sleight of Hand = 1 Dex + 4 Feat
+7 Spellcraft = 3 Int + 4 Feat
+5 Stealth = 1 Dex + 4 Feat
+9 Survival = 2 Wis + 4 Feat + 3 Familiar
+5 Swim = 1 Str + 4 Feat
+5 Use Magic Device = 1 Cha + 4 Feat
Modifiers: +1 to Survival when searching for food for others.
Spells:
0 - 3 Known - DC 12
Guidance
Mending
Purify Food and Drink
1st - 3/Day - DC 13
Cure Light Wounds
Cure Light Wounds
Sleep
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Billy the Goat
N Small Animal
Init +1; Senses low-light vision; Perception +0
Defense
AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size)
hp 10
Fort +3, Ref +3, Will +3
Offense
Speed 30 ft.
Melee gore +3 (1d4+1)
Statistics
Str 12, Dex 13, Con 12, Int 7, Wis 11, Cha 5
Base Atk +1; CMB +1, CMD 12 (16 vs. trip)
Feats Nimble Moves
Skills Acrobatics +1 (+5 when jumping), Climb +5, Survival +0 (+4 to find food); Racial Modifiers +4 Acrobatics when jumping, +4 Survival to find food
Ecology
Environment any
Organization solitary, pair, or hear (3-12)
Treasure none
Goats are often ill-tempered and stubborn, but they have an uncanny knack for finding food in the strangest of places and can digest almost anything.