Lini

Nibb's page

31 posts. Organized Play character for Snickering Imp.


Classes/Levels

Female Gnome Oracle 1 | HP: 9/9 | AC: 15 (10 Tch, 14 Fl) | CMD: 7 | F: 0, R: -1, W: 4 | Init: -1 | Perc: +4, SM: +2 | Active conditions: None | Avail spells: [0] *, [1] 2/4

About Nibb

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Nibb
F Gnome Nature Oracle 1
CG Small Humanoid
Init - 1 (-1 Dex); Perception +4

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DEFENSE
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AC 15, touch 10, flat-footed 14
HP 9 (1d8 + 0 Con + 1 Favored Class)
Fort +0, Ref -1, Will +4 (+1 when animal w/in 30')

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OFFENSE
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Speed 15 ft.

Melee
Shortspear (S) +0 1d4-1 (20/x3)
Mace (S) +0 1d4-1 (20/x2)

Ranged
Javelin (S) +0 1d4-1 (20/x2), 30' incr
Shortspear (S) +0 1d4-1 (20/x3), 20' incr

Space 5 ft., Reach 5 ft.

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STATISTICS
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Str 9 -1
Dex 9 -1
Con 10
Int 16 +3
Wis 14 +2
Cha 19 +4

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SPECIAL ABILITIES
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Bonded Mount:
You gain the service of an unusually intelligent, strong, and loyal mount. The creature must be one that you are capable of riding and is suitable as a mount. A Medium oracle can select a camel or a horse. A Small oracle can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. This mount functions as a druid's animal companion, using your oracle level as your effective druid level. Bonded mounts have an Intelligence score of at least 6.

Defensive Training:
Gnomes get a +4 dodge bonus to AC against monsters of the giant type.

Gnome Magic:
Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain spell-like abilities.

Hatred:
Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.

Haunted:
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving stored items take at least a standard action. Dropped items land 10 feet away in random direction. Mage Hand and Ghost Sound are added to known spells.

Illusion Resistance:
Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

Keen Senses:
Gnomes receive a +2 bonus on Perception skill checks.

Low-Light Vision:
 You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Nature Mysteries:
 You draw upon the divine mystery of Nature to grant your spells and powers.

Obsessive:
Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Orisons:
You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Weapon Familiarity:
 Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.

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Known Spells
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==Level 0==
Known: 6
Cast/day: *
Spell DC: 14

Innate: Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals

Ghost Sound, Mage Hand, Mending, Purify Food and Drink, Stabilize, Virtue

==Level 1==
Known: 3
Cast/day: 4
Spell DC: 15

Bless, Cure Light Wounds, Shield of Faith

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Traits
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Animal Friend:
You've long been a friend to animals, and feel safer when there are animals nearby. You gain a +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet.

Child of Nature (Gozreh):
You have been blessed by Gozreh to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.

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Feats
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Mounted Combat:
You are adept at guiding your mount through combat. Once per round, when mount is hit, ride check (immediate action) will negate. DC: Opponent's attack roll +1.

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Skills
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Craft(Alchemy) +5 (0 Rank + 2 Class (obsessive bonus) + 3 Ability)
Diplomacy +8 (1 Rank + 3 Class + 4 Ability)
Heal +6 (1 Rank + 3 Class + 2 Ability)
Knowledge(history) +7 (1 Rank + 3 Class + 3 Ability)
Knowledge(nature) +7 (1 Rank + 3 Class + 3 Ability)
Knowledge(planes) +7 (1 Rank + 3 Class + 3 Ability)
Perception +4 (0 Rank + 2 Race + 2 Ability)
Ride +0 (1 Rank + - 1 Ability)
Survival +6 (1 Rank + 3 Class + 2 Ability)
Survival (Food) + 8 (1 Rank + 3 Class + 2 Trait + 2 Ability)

Racial Modifiers: -2 Str, +2 Con, +2 Cha

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Languages
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Common, Elven, Gnome, Goblin, Orc, Sylvan

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GEAR/POSSESSIONS
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==Carried==
Bedroll
Backpack
Waterskin
Whistle
2 Pouches
Rope (Silk 50')

==Worn/Equipped==
Hide (small)
Buckler (small)
Light Mace (small)
Shortspear (small) (on Skorl when not in use)
3 Javelin (small) (on Skorl when not in use)

==Backpack==
Rations (3)
Flint & Steel
3 Torches

==Pouch 1==
Rations (2)

==Pouch 2==
Rations (2)

Carrying Capacity Light: X lbs. Medium: X lbs. Heavy: X lbs.

Money: 44.97 gp

Total carried:

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Fluff
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Background::
Nibb and her wolf, Skarl, live outside the town of Falcon's Hollow, on the outskirts of Darkmoon Wood. They are known to the townfolk though she spends little of her time in town. Dark rumors and haunted stories are told among the children and some of the adults regarding Nibb. Many in her presence have heard whispers in the woods around here and have seen objects take action by unseen hands in her presence. Some believe she is cursed, others believe it's simple Gnomish trickery. The brave townfolk venture out to visit Nibb for aid when ill and thus far, each have returned.

The most aware of Nibb are the local loggers. A tense understanding has come between Nibb and the Logging Consortium. She has staked claim on the area of the woods she and her wolf call home and the loggers know well not to encroach on her land.

Recently, bandit raids have increased in the area. They are believed to be coming from the Shadowed Keep. As a gesture to the town and the Consortium, Nibb has ventured into town to offer her aid in finding a solution to the bandit problem.

Description::
Nibb stands as tall as any Gnome, barely high as the waist of most humans. Her clay brown skin and wild, unkempt, vine-like hair, in ropes of greens, tans, and browns, make her appear as much a part of the woods as the foliage that surrounds her home. Her hair and clothing is adorned with an abundance of various hanging trinkets of wood, feather, stone, and bone. Her soft yellow eyes match that of her wolf, Skorl.