Cast:
Alaric - Alindie - Aislin - Brin Tanith - Dark shadow - Dianthe - Greyak - Hamdel O'Shea - Lady Gin - Leleanne Gethell - Lia - Loremir - Retarke - Milo Thorngage - Silmarwen - Sho-din-ki - Shylo - Stryder Raif - Sylvaen - Vinitae Lasile Ardal - Ward

 

 

She may be small but dont let size fool you. At 60 years shes 3ft tall, flowing raven hair, and piercing blue eys..and shes just getting started...or at least for a gnome she is. As an apprentice to a local temple she learned many spells but was limited to what she could do with them. Now she travels with a close friend to places she could only imagine..and finally is able to put the hard work to use. (Will heal all in party for free, will heal strangers for a small fee.)

AGE: 60 
HGT/WGT: 3ft/40 lbs
SEX / Race: female / gnome
Class/level: cleric of Bahamut / 6
Experience points.
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STATS: 
Str: 15(+2) Dex: 15(+2)
Con: 15(+2) Int: 15(+2)
Wis: 16(+3) Cha: 15(+2)
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AC: 10 + DEX 2 +size 1 =13
HP: 60
Fort: 5+2= +7 Refl: 2+2= +4 Will: 5+2= +7
+2 racial bonus on saving throws against illusions.
BASE ATTACK +4 Melee +7 RANGE +7
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EQUIP: Dressed in her cleric vestments with a silver symbol of Bahamut(gifted to her by the priest) on her back is her Backpack(1 gp) containing a healers kit (1/2 lb), a flint and steel, a candle,a pint of oil,and 50ft of silk rope. Attached to her pack is a bedroll and her trusty hooded lantern. 514g, 7s, and 9 copper are in the pouch at her belt.

Armor:Padded (5 gp) AC Bonus +1 8 0 Arcane Spell Failure =5% 5 lb. 


Weapon: Hammer, gnome hooked(dbl weapon) (20 gp) Dmg Sm=6/4 Dmg Med=8/6 Critical=x3/x4 6 lb. Bludgeoning and piercing 



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Feats:
1)Combat Casting
2)Negotiator
3)Self-Sufficient


Skills:
CLASS SKILLS 0 pts
T = R + M + B Skill 
4 = 2 + 2 + CONCENTRATION (CON)
4 = 2 + 2 + 2 CRAFT (INT)
6 = 4 + 2 + DIPLOMACY (CHA)
7 = 4 + 3 + HEAL (WIS)
3 = 1 + 2 + KNOW(INT)(arcana)
3 = 1 + 2 + KNOW(INT)(history)
3 = 1 + 2 + KNOW(INT)(religion)
3 = 1 + 2 + KNOW(INT)(the planes)
5 = 2 + 3 + PROFESSION (WIS)
4 = 2 + 2 + SPELLCRAFT (INT)
CROSS SKILLS
3 = 1 + 2 + GATHER INFOR. (CHA)
7 = 1 + 2 + 4 HIDE (DEX)
6 = 1 + 3 + 2 LISTEN (WIS)
3 = 1 + 2 + PERFORM (CHA)
4 = 1 + 3 + SENSE MOTIVE (WIS)
3 = 1 + 2 + SPEAK LANGUAGE (NONE)
3 = 1 + 2 + USE MAGIC DEVICE (CHA)
3 = 1 + 2 + USE ROPE (DEX)



Class Abilities:
Turn or rebuke undead

RACE Abilites
Small: gains a +1 size bonus to AC, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks.

Low-Light Vision:

Weapon Familiarity: hooked hammers as martial weapons 

Add +1 DC for all saves throws vs. illusion spells 

+1 racial bonus on attack vs. kobolds and goblinoids.

+4 dodge bonus to AC against monsters of the giant type.

Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.

Spell-Like Abilities: 
1/day—speak with burrowing animals, 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.

GRANTED POWERS: 
You cast good spells at +1 caster level.

You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Cleric Spells 5 0 level / 3+1 1st level / 3+1 2nd / 2+1 3rd 
Bahamut domians: Good and Protection
0)Cure Minor Wounds - Cures 1 point of damage.
0)Light - Object shines like a torch.
0)Read Magic - Read scrolls and spellbooks.
0)Create Water - Creates 2 gallons/level of pure water.
0)Detect Magic - Detects spells and magic items within 60 ft.

*)Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. 
1)DeathWatch - Reveals how near death subjects within 30 ft. are.
1)Endure Elements - Exist comfortably in hot or cold environments.
1)Cure Light Wounds - Cures 8 damage +1/level (max 13).

*)Shield Other F: You take half of subject’s damage. 
2)Spiritual Weapon - Magic weapon attacks on its own.
2)Status - Monitors condition, position of allies.
2)Cure Moderate Wounds - Cures 16 damage +1/level (max 26).

*)Magic Circle vs. Evil: As protection spells, but 10-ft. radius and 10 min./level. 
3)Dispel Magic - Cancels spells and magical effects.
3)Cure serious wounds - Cures 24 damage +1/level (max 39).

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BACKGROUND:

Home Page - Character Creation

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