Celestial Gnome

Doctor Norbat Gribbs II's page

14 posts. Alias of Capt Wombat.


Full Name

Doctor Norbat Gribbs II

Race

Celestial Gnome [Native]

Classes/Levels

Cleric L1

Gender

Male

Size

3'

Age

114

Alignment

NG

Deity

Yuelral

Occupation

Doctor

Strength 12
Dexterity 12
Constitution 14
Intelligence 14
Wisdom 14
Charisma 12

About Doctor Norbat Gribbs II

HP 8/8
AC +15/17, T 11, FF 14
Fort +2, Ref +1, Will +5
Init +1
Perception +3
Acrobatics -2
Bluff 1
Current Speed 20 ft.
Encumbrance Level

Status:

Background:

Dad said they had not come from here but from another plane but he never said witch. Dad was like that always saying odd stuff. But he was a good Doctor, everyone said so, Just shame he was not. I he had tried, read the books leaned the magics but there was so much more to see and do. How they had got to the prime dad never said, excitement more like, he was 7 at the time, They had been working on something, and dad had taken him for a ride on Trevor, then light then a dark place. Dad had had a fight with an evil man, dad had won, but the evil one was dead, his magic locked and so where they. Locked in the plain away from mum and other others. To make ends meet they had become the small show medical show in towns , moving on and making coin, he had a gift with teeth so dad set him up. in the city just did not cut it. They looked for a way back and dad lost hope, the bleaching got him and he could only look on. But he would not, some where some place was a means to go home.

Description:

Small bushy bearded Gnome with a happy smile and sunny dispensation and an uncontrolled wanderlust.

He has A ridding Dog called "Trevor".

Crunch:

STR 12 (-2Race +5p
DEX 12 (+2p)
CON 14 (+2Race 2p)
INT 14 (+5p)
WIS 14 (+5p)
CHA 12 (+2Race)
19 Point Buy.

SAVE
FOR +4
REF +1
WIL +4

BAB+0

Feats & Traits:

Breadth of Experience:
Although still young for your kind, you have a lifetime of knowledge and training.

Sacred Touch
You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer.

Benefit: As a standard action, you may automatically stabilize a dying creature merely by touching it.

Rich Parents
You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure, you enjoy a one-time benefit to your initial finances.
Benefit: Your starting wealth increases to 900 gp.

skills:

Skill Points [2+2] 4

+1 Acrobatics(+1dex, 0rank)
+2 Appraise(+2int, 0rank) <
+1 Climb(+1str, 0rank)
+* Craft(+2int, 0rank)<
+1 Bluff (1Cha, 0rank)<
-- Disable Device (+2int, 0rank)
+1 Disguise(+1cha, 0rank)<
+1 Diplomacy (+1Cha 0rank)<
+1 Escape Artist(+1dex, 0rank)
+2 Heal (2wis 0rank)<
+1 Intimidate (+1Cha 0Rank)
+4 Knowledge (Dungeoneering) ((+2int, 0rank +2feat)<
+4 Knowledge (Engineering) (+2int, 0rank +2feat)<
+4 Knowledge (Geography) (+2int, 0rank +2feat)<
+4 Knowledge (History) (+2int, 0rank +2feat)<
+4 Knowledge (Local) (+2int, 0rank +2feat)<
+4 Knowledge (Nature) (+2int, 0rank +2feat)<
+4 Knowledge (Nobility) (+2int, 0rank +2feat)<
+4 Knowledge (Planes) (+2int, 0rank +2feat)<
+4 Knowledge (Arcana) (+2int, 0rank +2feat)<
+4 Knowledge (Religion) (+2int, 0rank +2feat)<
+2 Linguistics(+2int 0rank)<
+2 Perception(+2wis, 0rank)
+1 Ride (+1Str 0ranks)
+1 Perform (+1Cha 0Rank)
+2 Sense Motive(+2wis, 0rank)<
-- Sleight of Hand(+6dex, 0rank)
+2 Spell craft(+2int, 0rank)<
+1 Stealth(+1dex, 0rank)<
+2 Survival(+2Wis 0rank)
+1 Swim (+1Str 0rank)
+1 Use Magic/Psionic Device(+1cha, +0rank)

Concentration +4 (1CL+2INT)

race celestial Gnome:

Prerequisites: Dwarf, elf, or gnome; 100+ years old.

Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Standard Racial Traits

Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.

They gain +2 Constitution, +2 Charisma, and –2 Strength.

Type: Gnomes are Humanoid creatures with the gnome subtype.

Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.

Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Eternal Hope:
Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.

Feat and Skill Racial Traits

Magical Racial Traits

Gnome Magic:
Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Offense Racial Traits

Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Senses Racial Traits

Darkvision:
Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.

Cleric Add +1/2 to the cleric's channeled energy total when healing creatures of the animal, fey, and plant types.

celestial-creature

Senses The creature gains darkvision 60 ft.

Defensive Abilities The creature gains damage reduction and energy resistance as noted on Table: Celestial Creature Defense.

SR The creature gains spell resistance equal to its new CR +5

Special Attacks The creature may smite evil 1/day as a swift action (it adds its Cha bonus to attack rolls, and a damage bonus equal to its HD against evil foes; smite persists until the target is dead or the celestial creature rests).

Cleric L1:

Faith Yuelral
Hit Die: d8

BAB +0
Saves +2/+0/+2

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

Skill Ranks Per Level: 2 + Int modifier.

The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Channel Energy 1d6,

Domains

Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills

Trickery Domain
Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

Copycat (Sp):
You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—disguise self,

Healing->Restoration

Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.

Restorative Touch (Su): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—cure light wounds,

Spells
The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier. DC 10+1+2=13

0 level 3 At will
1: read-magic
2: detect-magic
3: mending

1level 2+1/day
1:disguise self*
2: endure-elements
3: shield-of-faith

Gnomes Add +1/2 to the cleric's channeled energy total when healing creatures of the animal, fey, and plant types.

GEAR/POSSESSIONS:

Location: On Persons

Weaponw:
[http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/crossbow-heavy] H cross bow [/url] small 50gp 1d8
Leg: Cold Iron Dagger 4gp [leg Strap] 1lb
Boot: Cold Iron flick knife 4gp [lHidden in boot] 1/2 lb
Clothing: Sling -- [Hidden in clothing] --lb
ST=8gp

Belt:
Pouch 5gp
Signal whistle x2 16 sp --lb
Small note book and water proof case + pen 2gp --lb
Shaded Goggles x1 5gp
Eyeglasses X1 5gp
ST= 5gp

Armor: armored-kiltt 20gp +1AC Max dex 6 -0ACP 5lb [Small]
chain-shirt 100gp +4AC Max dex 4 -2ACP 8lb [Small] [both count as Mid Amror]
Shield: Butler +1ac -1ACP 5gp [small] 1/2lb
Head: Fine Red top hat 10gp
body: Fine Travelers clothing 20gp
Legs L: strapped Dagger scabbard 5sp
Legs R:
Feet: Fine Boots + Sheath for Knife 2sp
Wrist: Compos/Watch +Bio-PSIONIC SLEEVES OF MANY GARMENTS [200gp]
ST=365gp 7sp

Adventures Sash: 20gp
Holy-Symbol 1gp

Trevor Riding Dog
->Saddle: [Inc]

->Saddle bags x2 : 40gp
Travelers any tool 250gp 2lb
MW Survival Kit 50gp 5lb
Small Grooming set 1gp
Holy-Symbol 1gp
X4 Bolts [40/40] 4gp 2 lb
*Bolts, durable (12) 12gp
*Bolts Flight 12 1gp
Medical Kit 10/10 50gp
Water Prof Sack 1gp
Shoot Fabric + cords --
Gas Mask 15gp

ST= -394gp

WANDS
CLW 10/50 75gp
ST=75gp

Gold 975gp - =
[In Plat+Gold]

Carrying Capacity
light 0-66 lbs. or less
mid 67–133 lbs.
Heavy 134–200 lbs.

Total Weight: lbs.

Trevor The Celestial Riding Dog:

Trevor never gets any older, he was his Dads dog, old then,
hes Trevor is came with them to the prime.
hes old soppy and lazy as a dog can be, he seems to be smarter then most dogs because then there is a fight he will go find a place to hid.

Larger dogs (known to Small races like halflings and gnomes as riding dogs) include hardier breeds such as huskies, mastiffs, and wolfhounds. A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a DC 10 Ride check.
Riding Dog This soft looking dog is fitted with a small saddles.
Seems to look at every one and every thing like is not impressed one bit.

RIDING DOG CR 1
N Medium Animal + Template Celestial
Init +2; Senses low-light vision, DV 60', scent; Perception +8
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 20 (2d8+4)
Fort +5, Ref +5, Will +1
OFFENSE
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)
STATISTICS
Str 15, Dex 14, Con 14, Int 4, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
ECOLOGY

Template: Celestial
Senses The creature gains darkvision 60 ft.
SR The creature gains spell resistance equal to its new CR +5
Special Attacks:
The creature may smite evil 1/day as a swift action (it adds its Cha bonus to attack rolls, and a damage bonus equal to its HD against evil foes; smite persists until the target is dead or the celestial creature rests).
Celestial - Resist Acid, Cold, and Electricity 5