Classes/Levels |
Dwarf enthusiast 3 |
Size |
Small |
Alignment |
NG |
Deity |
Torag |
Occupation |
Miner/Blacksmith |
Strength |
12 |
Dexterity |
14 |
Constitution |
12 |
Intelligence |
10 |
Wisdom |
15 |
Charisma |
15 |
About Hinkle Mikrinkleberry
Hinkle Mikrinkleberry
Gnome cleric of Torag 2/sorcerer 1
NG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +4
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Defense
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AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size)
hp 21 (3 HD; 1d6+2d8+4)
Fort +4, Ref +3, Will +7; +2 vs. illusions
Defensive Abilities defensive training; Immune acid
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Offense
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Speed 20 ft.
Melee warhammer +3 (1d6+1/×3)
Special Attacks channel positive energy 5/day (DC 12, 1d6), hatred
Spell-Like Abilities (CL 2nd; concentration +4)
. . 1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak with animals
Bloodline Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—elemental ray (1d6 acid)
Domain Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—acid dart (1d6 acid), touch of good (+1)
Sorcerer Spells Known (CL 1st; concentration +3)
. . 1st (4/day)—magic missile, shield
. . 0 (at will)—disrupt undead, light, ray of frost, read magic
. . Bloodline Elemental
Cleric Spells Prepared (CL 1st; concentration +3)
. . 1st—bless, doom (DC 13), comprehend languages, protection from evil[D]
. . 0 (at will)—create water, detect magic, stabilize, mending
. . D Domain spell; Domains Earth, Good
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Statistics
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Str 12, Dex 14, Con 12, Int 10, Wis 15, Cha 15
Base Atk +1; CMB +1; CMD 13
Feats Eschew Materials, Selective Channeling
Traits beneficent touch, deft dodger
Skills Acrobatics +2 (-2 to jump), Craft (weapons) +6, Knowledge (arcana) +5, Knowledge (religion) +5, Perception +4, Spellcraft +4; Racial Modifiers +2 Craft (weapons), +2 Perception
Languages Common, Gnome, Sylvan
SQ bloodline arcana (change energy damage spells to match bloodline energy), gnome magic
Combat Gear wand of cure light wounds; Other Gear mithral shirt, warhammer, masterwork tool, 177 gp
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Special Abilities
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Acid Dart 1d6 acid (5/day) (Sp) As a standard action, ranged touch attack deals acid dam to foe in 30 ft.
Beneficent Touch (1/day) 1/day, re-roll all 1s when using a spell or class ability that heals HP damage.
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Acid energy.
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Earth) Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Elemental Ray (1d6 acid, 5/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Immunity to Acid You are immune to acid damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Selective Channeling Exclude targets from the area of your Channel Energy.
Touch of Good +1 (5/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.
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