Full Name |
Lilli Snickitty |
Race |
Gnome Cleric 8 | Int +0; hp 52; AC 23 FF 23 , T 12, Fort+9 R+4 W+13 ; CMB+5; CMD 16 Perception +7 |
Classes/Levels |
cleric 8 |
Gender |
Female |
Size |
Small |
Special Abilities |
channel positive energy |
Alignment |
N Good |
Deity |
Erastil |
Location |
Absalom |
Languages |
Common, Gnome, Sylvan, Elven, Halfling, Undercommon, Skald, Terran, Goblin, Dwarven |
Occupation |
farmer |
Strength |
10 |
Dexterity |
10 |
Constitution |
12 |
Intelligence |
14 |
Wisdom |
20 |
Charisma |
14 |
About Lilli Snickitty
Lilli
Female gnome cleric of Erastil 8
NG Small humanoid (gnome)
Init +0; Senses low-light vision; Perception +7
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Defense
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AC 23, touch 12, flat-footed 23 (+8 armor, +1 deflection, +3 shield, +1 size)
hp 52 (8d8+9)
Fort +9, Ref +4, Will +13; +2 vs. illusions
Defensive Abilities defensive training, unity (1/day)
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Offense
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Speed 20 ft.
Melee +1 heavy mace +8/+3 (1d6+1) or
dagger +7/+2 (1d3/19-20)
Ranged sling +7 (1d3)
Special Attacks channel positive energy 5/day (DC 16, 4d6), hatred
Spell-Like Abilities (CL 8th; concentration +10)
1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak with animals
Domain Spell-Like Abilities (CL 8th; concentration +13)
At will—speak with animals (11 rounds/day)
8/day—calming touch (1d6+8)
Cleric Spells Prepared (CL 8th; concentration +13)
4th—blessing of fervor[APG] (DC 19), restoration, spiritual ally[APG], summon nature's ally IV (animals only)[D]
3rd—dispel magic, invisibility purge, prayer[D], remove disease, stone shape
2nd—hold animal[D] (DC 17), lesser restoration, sound burst (DC 17), spiritual weapon, summon monster II
1st—ant haul[APG] (DC 16), bless[D], cause fear (DC 16), command (DC 16), comprehend languages, liberating command[UC], protection from evil
0 (at will)—detect magic, guidance, light, resistance
D Domain spell; Domains Animal, Community
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Statistics
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Str 10, Dex 11, Con 12, Int 14, Wis 20, Cha 14
Base Atk +6; CMB +5; CMD 16
Feats Boon Companion[UW], Extra Gnome Magic, Nature Soul, Skill Focus (Diplomacy)
Traits animal friend, poverty-stricken
Skills Acrobatics -2 (-6 to jump), Diplomacy +14, Handle Animal +9, Heal +12, Knowledge (nature) +14, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +10, Perception +7, Profession (farmer) +11, Sense Motive +10, Spellcraft +9, Survival +15; Racial Modifiers +2 Perception, +2 Profession (farmer)
Languages Common, Dwarven, Elven, Gnome, Goblin, Halfling, Skald, Sylvan, Terran, Undercommon
SQ animal companion (dog named Animal Companion), gnome magic
Combat Gear oil of daylight, pearl of power (1st level) (2), pearl of power (2nd level), scroll of align weapon, scroll of restoration, healer's kit; Other Gear +2 mithral breastplate, +1 heavy wooden shield, +1 heavy mace, dagger, sling, aegis of recovery[UE], cloak of resistance +2, handy haversack, headband of inspired wisdom +2, ring of protection +1, backpack, bedroll, belt pouch, candle (10), flint and steel, holy text[UE], silent whistle, silk rope (50 ft.), trail rations (5), waterskin, wooden holy symbol of Erastill, 4,840 gp
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Special Abilities
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Animal Companion (Ex) Gain an animal companion.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Boon Companion (Animal Companion) Companion or familiar abilities are treated as if you were a higher level.
Calming Touch (1d6+8 nonlethal damage, 8/day) (Sp) Heal 1d6+8 nonlethal damage and cure conditions by touch.
Cleric Channel Positive Energy 4d6 (5/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Cleric Domain (Community) Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Extra Gnome Magic (3/day) Gain 3 extra uses of gnome spell like abilities per day, split as desired daily.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Speak with Animals (11 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Unity (1/day) (Su) As an imm action, allies in 30' may use your save bonus against something that affects you both.
Trixie CR –
Dog
N Medium animal
Init +3; Senses low-light vision, scent; Perception +10
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Defense
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AC 24, touch 13, flat-footed 21 (+4 armor, +3 Dex, +7 natural)
hp 59 (7d8+28)
Fort +9, Ref +8, Will +3 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion
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Offense
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Speed 40 ft.
Melee bite +9 (1d6+6)
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Statistics
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Str 19, Dex 17, Con 18, Int 2, Wis 12, Cha 6
Base Atk +5; CMB +9; CMD 22 (26 vs. trip)
Feats Improved Natural Armor, Light Armor Proficiency, Skill Focus (Perception), Skill Focus (Survival)
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Come, Defend, Defend, Down, Down, Guard, Heel, Seek, Stay
Skills Acrobatics +2 (+10 to jump), Perception +10, Survival +7 (+11 when tracking by scent), Swim +7; Racial Modifiers +4 Survival when tracking by scent
SQ attack any target, combat riding, come, defend, devotion, down, seek, stay
Other Gear mwk chain shirt, cold weather outfit, riding saddle,saddle bags, silk rope (50 ft.)
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.