| Race |
Halfling |
| Classes/Levels |
Druid 10 - HP: 53/53 - AC: 19 / T: 16 / FF: 15- Fort: +11, Ref: +11, Will: +14 - CMB: +6, CMD: 21 - Speed: 20 - Perception: +20 - Init: +3 |
| Gender |
Female |
About Lady Sugarsnap
Lady Sugarsnap --- 9406-7
Image
Halfling druid 10
N Small humanoid (halfling)
Init +3; Senses Perception +20
Prestige: 22
Fame: 42
Faction: Grand lodge (max gold value: 31,000)
XP: 27.5 / need 30
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Defense
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AC 19, touch 16, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +1 size, +1 Deflection)
hp 53 (9d8)
Fort +11, Ref +11, Will +14; +2 vs. fear, +4 vs fey and spells that target plants (such as blight, entangle, spike growth, and warp wood.)
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Offense
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Speed 20 ft.
Melee
. . dagger +8/+3 (1d3/19-20) or
. . +1 Adamantine scythe +8/+3 (1d6+1/×4) or
. . unarmed strike +9/+4 (1d2 nonlethal)
Ranged
. . sling +11 (1d3)
Druid Spells Prepared (CL 9th; concentration +14 (+18 casting defensively, Dispel DC 21))
' ' 5th- Stoneskin, Cure Critical Wounds
. . 4th- Freedom of Movement, Flame Strike (DC 18), Cure Serious Wounds, Ice Storm
. . 3rd- Cure Moderate Wounds, Neutralize Poison, Call Lightning, Greater Magic Fang (+2)
. . 2nd- Flaming Sphere (DC 15), Lesser Restoration, Barkskin (+4), Resist Energy, Bull's Strength
. . 1st— cure light wounds, Entangle (DC 15), Magic Stone, Produce Flame, Faeire Fire
. . 0 (at will)—detect magic, guidance, stabilize, light
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Statistics
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Str 10, Dex 16, Con 10, Int 12, Wis 18, Cha 13
Base Atk +7; CMB +6; CMD 21
Feats Dodge, Combat Casting, Alertness, Natural Spell
Traits Magical Talent (Daze), resilient
Skills
Acrobatics +5 (+1 to jump)
Bluff +1
Climb +6
Diplomacy +1
Escape Artist +3
Fly +9
Handle Animal +14
Heal +16
Knowledge (Arcana) +2
Knowledge (Dungeoneering) +3
Knowledge (nature) +11
Knowledge (Religion) +2
Knowledge (planes) +3
Linguistics +2
Perception +19
Profession (scribe) +13 (+15 for day job check)
Sense Motive +6
Spellcraft +11
Stealth +7
Survival +14
Swim +4
Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Druidic, Gnome, Halfling, Elven
SQ nature bond (boar named Truffles), nature sense, wild empathy +9
Gear
acid (2)
healer's kit
oil
+1 wild leather armor
dagger
Adamantine scythe
sling
sling bullets (7)
backpack
holly and mistletoe
lamp
spell component pouch
wooden holy symbol of Gozreh
Wand CLW (CL 1, 11 charges)
Potion Cure Moderate Wounds (2d8+3)
Spire Transport Token
Pearl of Power (1st level)
Druid's Vestments
Cloak of resitance +2
Pearl of Power (2nd level)
Pearl of Power (3rd level)
Ring of Protection +1
wayfindere
Wand Cure Light Wounds (50 charges)
18,331 gp, 7 sp
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Tracked Resources
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Acid - 0/2
Dagger - 0/1
Healer's kit - 0/10
Magical Talent (Daze, 1/day) (Sp) - 0/1
Sling bullets - 0/10
Wand CLW - 0/11
Wand CLW - 0/50
Pearl of Power (1st level) (1/day) - 0/1
Pearl of Power (2nd level) (1/day) - 0/1
Pearl of Power (3rd level) (1/day) - 0/1
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Fearless +2 racial bonus vs Fear saves.
Magical Talent (Daze, 1/day) (Sp) Choose one 0-level spell - it becomes a 1/day spell-like ability for you.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (10 hours 5/day) A druid gains the ability to turn herself into any Diminutive to Huge animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape III spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
Woodland Stride A druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Wild Shape - Elemental Body III: Can take the form of a small or Medium elemental
Wild Shape - Plant Shape II: Can take the form of a small or Medium plant creature
Trackless Step (Ex): A druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.
Natural Spell You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.
Venom Immunity Immune to all poisons
Goblin Bane: By slaying Grulk, the goblin’s bugbear leader, you have removed the immediate goblin threat in the area as well as allowing safe passage deeper into The Emerald Spire. The terror you have hewn has made a resounding impact to the other goblin tribes nearby. You gain a +2 bonus on Intimidate checks against humanoids with the goblinoid subtype.
Trap Intuition: Traversing the trap-laden halls of the cellars, you found that even the slightest movement can cause dangerous consequences, but with a sharp eye and quick feet, you can avoid being caught in a trap. When you attempt a Reflex save to avoid a trap but before you know whether you failed, you can use this boon to reroll the save with a bonus equal to one-half your character level (rounded down). You must use the reroll result, even if it is lower.
Touch of Planar Waters: Your experience with the many portals into the elemental Plane of Water in The Drowned Level have given you insight into the mysteries of the primordial plane and its inhabitants. Just being around the portals, a small amount of the plane’s magical essence has imbedded itself inside you, which manifests when you are near water. As a swift action, you may use this boon to receive the benefits of touch of the sea (CL 6th). When you use this boon, cross it off this Chronicle sheet.
Secrets of Serpent Magic: After being exposed to ancient serpentfolk magic in the Shrine of the Awakener, you have acquired some insight into the archaic creatures’ spellcasting. You may use this boon as a swift action before casting a spell or spell-like ability to gain a +5 insight bonus on your caster level check made to overcome spell resistance with that spell. Alternatively, you may use this boon as an immediate action before attempting a saving throw against a spell or spell-like ability to gain a +4 insight bonus on that save. When you use this boon, cross it off your Chronicle sheet.
Sting of Serpent Magic: You have once again experienced ancient serpentfolk magic in the depths of The Circle of Vissk-Thar and have gained even more archaic knowledge regarding how the serpentfolk practice magic and tolerate magical effects. You may use this boon as a swift action before casting a spell or spell-like ability to increase you effective caster level for that effect by two. Alternatively, you may use this boon as an immediate action before attempting a saving throw against a spell or spell-like ability. If you succeed at the saving throw, and the spell or spell-like ability has a reduced effect on a successful save, you instead avoid the effect entirely. This functions much like the evasion rogue class feature or stalwart inquisitor class feature (Pathfinder RPG Advanced Player’s Guide 41). When you use this boon, cross it off your Chronicle sheet.
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Admiral Truffles
Boar
N Medium animal
Init +0; Senses low-light vision, scent; Perception +6
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Defense
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AC 28, touch 12, flat-footed 26 (+4 armor, +12 natural, +1 dex, +1 Dodge)
hp 85 / 85 (9d8+36)
Fort +10, Ref +7, Will +5
Defensive Abilities evasion, ferocity
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Offense
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Speed 40 ft.
Melee
. . gore +12/+7 (2d6+7)
. . gore (PA) +10/+5 (2d6+13)
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Statistics
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Str 20, Dex 13, Con 18, Int 2, Wis 14, Cha 4
Base Atk +6; CMB +11; CMD 23 (27 vs. trip)
Feats Toughness, Weapon Focus (gore), Power Attack, Improved natural attack (gore), Dodge
Tricks Attack, Come, Defend, Defend, Down, Fetch, Guard, Guarding, Stay, Track, Heel
Skills
Acrobatics +1 (+4 to jump)
Climb +5
Escape Artist +1
Perception +6
Stealth +1
Survival +10
SQ come, defend, stay, Down, Guard, Heel, Attack any target, Heel
Gear
+1 studded Leather Armor
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Tracked Resources
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. . -none-
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Special Abilities
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Come [Trick] The animal comes to you, even if it normally would not do so.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Ferocity (Ex) A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
Devotion gains a +4 morale bonus on Will saves against enchantment spells and effects.