Arnistolientar Popswicker

Zeebo Zane's page

167 posts. Organized Play character for Buckshot Bob.


Full Name

Zeebo Zane (core)

Race

Gnome

Classes/Levels

Druid 2 HP 15 / 15 AC 19 ( Touch 14 Flat 16) / Fort +5 | Ref +3 | Will +7 / CMB +0 | CMD 13 FF 12 / Init +2 / Perception +10

Gender

M

Size

S

Age

62

Alignment

NG

Deity

Erastil

Languages

Common, Gnome, Sylvan, Druidic

Occupation

Farmer

Strength 12
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 16
Charisma 12

About Zeebo Zane

'APPEARANCE':

'RACIAL BENEFITS':

"-- GNOMISH RACIAL TRAITS --
• Str: -2, Con: +2, Cha: +2
• TYPE: Humanoid (Gnome)
• SIZE: Small (+1 Attack/AC, +4 Stealth Checks, x3/4 Lift/Carry);
Space: 5 ft. by 5 ft.; Reach: 5 ft.
• SPEED: 20 ft
• LOW-LIGHT VISION: Gnomes can see twice as far as humans
in conditions of dim light.
• KEEN SENSES: Gnomes receive a +2 racial bonus on
Perception skill checks.
• OBSESSIVE (Profession (farmer)) : The Gnome receives
a +2 racial bonus on Profession (farmer) checks.
• ILLUSION RESISTANT: Gnomes get a +2 racial saving throw
bonus against illusion spells or effects.
• GNOME MAGIC: Gnomes add +1 to the DC of any saving
throws against illusion spells that they cast. Gain the following
spell-like abilities: 1/day—dancing lights, ghost sound,
prestidigitation, and speak with animals. The caster level for
these effects is 1. The DC for these spells is 11 (12 for Speak
with Animals).
• WEAPON FAMILIARITY: Gnomes treat any weapon with the
word “gnome” in its name as a martial weapon.
• HATRED: Gnomes receive a +1 bonus on attack rolls against
humanoid creatures of the reptilian and goblin subtypes due to
special training against these hated foes.
• GNOMISH DEFENSIVE TRAINING: Gnomes get a +4 dodge bonus
to AC against monsters of the giant type.
• Automatic Languages: Common, Gnome, Sylvan
• Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin,
Orc

TRAITS:

-- TRAITS --
• ANATOMIST (Combat): You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits. (PFAPG 327)
• EASE OF FAITH (Faith): You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you. (PFAPG 328)

'CLASS ABILITIES':

-- CLASS ABILITIES --
• FAVORED CLASS (Druid) : You've gain the following bonuses: Skill Point).
• DRUID BONUS LANGUAGES: A Druid automatically knows Druidic, and may choose
Sylvan as a bonus language. (PFCR 50).
• DRUID SPELLS: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs. DC for a saving throw against a druid's spell is 10 + the spell level + Wisdom modifier. Druids can prepare a number of orisons, or 0-level
spells, each day. They can cast these spells at will as a spell-like ability. (PFCR 49).
• DRUID SPONTANEOUS CASTING: A druid can channel stored spell energy
into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower. (PFCR 49).
• DRUID WEAPONS AND ARMOR: Weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear, all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. Armor: light and medium armor (but no metal armor); shields (except tower shields) but wooden only. (PFCR 49).
• WILD EMPATHY: Change animal attitudes in a way similar to Diplomacy. Check bonus equals 2. Animal must be within 30 ft. (PFCR 50-51).
• FORBIDDEN SPELL ALIGNMENT: Spells with the Evil descriptor are forbidden by your alignment and your deity's alignment. Spells with the Lawful descriptor are forbidden by your alignment and your deity's alignment. (PFCR 41, 49).
• NATURE BOND (Domain Powers - Fire): You have chosen the Fire domain. [PFCR 44]
6 / 6- Fire Bolt (Sp): 1d6. fire damage to single target within 30 ft. Standard action. 6 times per day. [PFCR 44] (PFCR 50).
• NATURE SENSE: A druid gains a +2 bonus on Knowledge (nature) and Survival checks. (PFCR 50).
• Woodland Stride (Ex): Starting at 2nd level, 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.


COMBAT FEATS:

-- COMBAT FEATS --
• ARMOR PROFICIENCY (LIGHT / MEDIUM): When you wear a type of armor in which
you are proficient, the armor check penalty for that armor applies only to Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
(PFCR 118)
• DODGE: +1 dodge bonus to AC. If you lose your Dex bonus, you lose this bonus too.
(PFCR 122)
• SHIELD PROFICIENCY: You can use a shield and take only the standard
penalties. (PFCR 133)

-- WEAPONS --
• SLING: You can fire, but not load, a sling with one hand. Loading a sling is a move
action that requires two hands and provokes attacks of opportunity. You can hurl
ordinary stones with a sling, but stones are not as dense or as round as bullets.
Thus, such an attack deals damage as if the weapon were designed for a creature one
size category smaller than you and you take a –1 penalty on attack rolls. [Weapon 3
(PFCR)]
• ALCHEMICAL SILVER MELEE DAGGER: You get a +2 bonus on Sleight of Hand
checks made to conceal a dagger on your body (see the Sleight of Hand skill). [Weapon
4 (PFCR)]

'COMBAT STATS':

Simatar +3 Attack, 1d4+1 Damage, 18-20/x2 Crit, Slash type

Sling +3 Attack, 1d3+1 Damage, 20/x2 crit, Blug type,

Club +2 Attack, 1d4+1 Danage, 19-20X2

CMD: 14
CMB: +1

Init +2

Fort: +5
Ref: +3
Will: +7

BAB: +1
Melee: +3
Range: +4

'SKILLS':

Skills (w/ -1 Armour check penalty);

Acrobatics +0

Appraise +0

Bluff +1

Climb -1

Diplomacy +2

Disguise +1

Escape Artist +0

Handle Animal +5

Heal +3

Intimidate +1

Knowledge (geography) +4

Knowledge (nature) +7

Perception +10

Perform (act) +1

Profession (farmer) +8

Ride +0

Sense Motive +3

Spellcraft +5

Stealth +4

Survival +9

Swim -1

'EQUIPMENT':

ITEM
+1 Leather Armor
Heavy Wooden Shield
Backpack
-MW Scimitar
-Club
-Sling
Alchemical Silver Dagger
-Bedroll
-Exploriers Outfit
-Waterskins x2
-50' Slik rope
-Grapling Hook
-6 Days Rations
-Hammer
-Grappling Hook
-Winter Blanket
-Fish Hook

Belt Pouch
-Whetstone
-Flint & Steel
-Soap

Special items
-Cure light Wounds Potion
-Wand of Cure Light wounds 47 Charges
-Cloak of Resistance +1
Weight lb light Encumbrance

PP
GP 520
SP
CP

Spells:

SPELL SAVE DC =10 + 3 + Spell Level

LEVEL 0: 4 1ST: 3 + 1 2ND: 3RD: 4TH: 5TH: 6TH: 7TH: 8TH: 9TH:

--- Fire Domain ---
X Burning Hands evo [fire] V, S 1 std act 15 ft instant Ref half yes 1d4 fire damage. PFCR 251

----- 0-Level Spells -----
Create Water con (creat) [water] V, S 1 std act close instant none no Creates 2 gallons (8 liters) of pure water. PFCR 262

X Detect Magic div V, S 1 std act 60 ft concn (max 1 mins) none no Detects spells and magic items within 60 ft. PFCR 267

Detect Poison div V, S 1 std act close instant none no Detects poison in one creature or object. PFCR 268

X Flare evo [light] V 1 std act close instant Fort neg yes Dazzles one creature (-1 on attack rolls). PFCR 284

X Guidance div V, S 1 std act touch 1 min or used Will neg (h) yes +1 on one attack roll, saving throw, or skill check. PFCR 292

Know Direction div V, S 1 std act personal instant none You discern north. PFCR 304

Light evo [light] V, M/DF 1 std act touch 10 mins none no 20 ft radius bright light, plus 20 ft of shady illumination. PFCR 304

Mending tra V, S 10 mins 10 ft instant Will neg (h, o) yes (h, o) Repair 1d4 damage to objects. PFCR 312

Purify Food and Drink tra V, S 1 std act 10 ft instant Will neg (o) yes (o) Purifies 1 cu. ft./level of food or water. PFCR 328

Read Magic div V, S, F 1 std act personal 10 mins none Read scrolls and spellbooks. PFCR 330

Resistance abj V, S, M/DF 1 std act touch 1 min Will neg (h) yes (h) Subject gains +1 on saving throws. PFCR 334

X Stabilize con (heal) V, S 1 std act close instant Will neg (h) yes (h) Stabilizes creature at negative hit points. PFCR 348

Virtue tra V, S, DF 1 std act touch 1 min none yes (h) Subject gains 1 temporary hp. PFCR 365

----- 1st-Level Spells -----
Calm Animals enc (comp) [mind_aff] V, S 1 std act close 1 min Will neg yes Calms 2d4+1 HD of animals. PFCR 252

Charm Animal enc (charm) [mind_aff] V, S 1 std act close 1 hr Will neg yes Makes one animal your friend. PFCR 254

Cure Light Wounds con (heal) V, S 1 std act touch instant Will half (h); see text yes (h); see text Cures 1d8+1 damage. PFCR 263

Detect Animals or Plants div V, S 1 std act long concn (max 1 mins) none no Detects kinds of animals or plants. PFCR 266

Detect Snares and Pits div V, S 1 std act 60 ft concn (max 1 mins) none no Reveals natural or primitive traps. PFCR 268

Detect the Faithful tra - You can detect other worshipers of your deity. TEoG

Endure Elements abj V, S 1 std act touch 24 hrs Will neg (h) yes (h) Exist comfortably in hot or cold environments. PFCR 277

Entangle tra V, S, DF 1 std act long 1 min Ref partial; see text no Plants entangle everyone in 40-ft.-radius. PFCR 278

Faerie Fire evo [light] V, S, DF 1 std act long 1 min none yes 5 ft. radius burst outlines subjects w/ light, canceling blur, concealment, etc. PFCR 280

Goodberry tra V, S, DF 1 std act touch 1 day none yes 2d4 berries each cure 1 hp (max 8 hp/24 hours). PFCR 291

Hide from Animals abj S, DF 1 std act touch 10 mins Will neg (h) yes Animals can't perceive one subject/level. PFCR 296

Jump tra V, S, M 1 std act touch 1 min Will neg (h) yes Subject gets +10 bonus on Jump checks. PFCR 303

Longstrider tra V, S, M 1 std act personal 1 hr none Grants a +10 ft enhancement bonus to your speed. PFCR 305

Magic Fang tra V, S, DF 1 std act touch 1 min Will neg (h) yes (h) One natural weapon of subject creature gets +1 on attack and damage rolls. PFCR 308

Magic Stone tra V, S, DF 1 std act touch 30 mins or used Will neg (h, o) Three stones gain +1 on attack, deal 1d6+1 damage. PFCR 310

Obscuring Mist con (creat) V, S 1 std act 20 ft 1 min none no Fog surrounds you. PFCR 317

Pass without Trace tra V, S, DF 1 std act touch 1 hr Will neg (h) yes (h) 1 subject/caster level leaves no tracks. PFCR 318

X Produce Flame evo [fire] V, S 1 std act 1 min none yes 1d6+1 damage, touch or thrown. PFCR 326

X Shillelagh tra V, S, DF 1 std act touch 1 min Will neg (o) yes (o) Nonmagical club/quarterstaff gains +1 enh attack/damage bonus. Deals damage as two size categories larger. PFCR 342

X Speak with Animals div V, S 1 std act personal 1 min none You can communicate with animals. PFCR 346

Summon Nature's Ally I con (sum) [crtr] V, S, DF 1 rd close 1 rnd none no Calls creature to fight. PFCR 354

SOCIETY LOG SHEET:

Society Number:38898-8
Experance: 2
Fame: 3

Scenarios:
Master of the Fallen Fortress
#10-12: Breath of the Dragonskull
#9-00: Assault on Absalom

'CHEAT SHEET':

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Attack Roll: 1d20 + 4 ⇒ (17) + 4 = 21
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{quote=Someone said}Quoted material here....{/quote}

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'BOONS':