The Lich's Valley
A Gnome druid living in the area surrounding shirevaleton
generated using an organic array (4d6, drop lowest, re roll 1s, in order of stat, switch two values, re roll one keep if higher.) STR 12 +1 DEX 15 +2 CON 16 +3 INT 15 +2 WIS 17 +3 CHA 17 +3
HP 23 Walk 20 ft. INITIATIVE +2 AC armor class: 16 : 14 : 13 = 10 + 3 + 0 + 2 + 1 + 0 + 0 TOTAL FLAT TOUCH BASE ARMOR BONUS SHIELD BONUS STAT SIZE NATURAL MISC Saves: FORTITUDE (constitution) effects +6 = +3 + +3 REFLEX (dexterity) +2 = +0 + +2 WILL (wisdom) conditional modifiers +2 vs. illusion spells or +6 = +3 + +3
TOTAL BASE ATTACK BONUS STAT SIZE MISC EPIC TEMP MELEE attack bonus +3 = +1 + +1 + +1 + +0 + +0 + RANGED attack bonus +4 = +1 + +2 + +1 + +0 + +0 + CMB attack bonus +1 = +1 + +1 + +0 + -1 + + GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN Offense +1 +1 +1 +1 +1 +1 Defense 13 13 13 13 13 13
SKILLS: 3 Acrobatics DEX 2 = 2 + + 3 Appraise INT 2 = 2 + + 3 Bluff CHA 3 = 3 + + 3 Climb STR 1 = 1 + + Craft (Traps) INT 9 = 2 + 2.0 + 5 3 Craft (Untrained) INT 2 = 2 + + 3 Diplomacy CHA 3 = 3 + + 3 Disguise CHA 3 = 3 + + 3 Escape Artist DEX 2 = 2 + + 3 Fly DEX 4 = 2 + + 2 Handle Animal CHA 8 = 3 + 2.0 + 3 3 Heal WIS 3 = 3 + + 3 Intimidate CHA 3 = 3 + + Knowledge (Geography) INT 6 = 2 + 1.0 + 3 Knowledge (Nature) INT 8 = 2 + 1.0 + 5 3 Perception WIS 10 = 3 + 2.0 + 5 3 Perform (Untrained) CHA 3 = 3 + + 3 Ride DEX 6 = 2 + 1.0 + 3 3 Sense Motive WIS 3 = 3 + + Spellcraft INT 6 = 2 + 1.0 + 3 3 Stealth DEX 6 = 2 + + 4 3 Survival WIS 10 = 3 + 2.0 + 5 3 Swim STR 1 = 1 + +
Equipped: 3 *Scythe (Small) HAND TYPE SIZE CRITICAL REACH Both PS S 20/x4 5 ft. TOTAL ATTACK BONUS DAMAGE +3 1d6+1 Special Properties May be used to make trip attacks (pg.145) Sling (Small) HAND TYPE SIZE CRITICAL REACH Carried B S 20/x2 5 ft. 30 ft. 50 ft. 100 ft. 150 ft. 200 ft. TH +4 +4 +2 +0 -2 Dam 1d3+1 1d3+1 1d3+1 1d3+1 1d3+1 Special Properties *: weapon is equipped 1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand. ARMOR TYPE AC MAXDEX CHECK SPELL FAILURE *Masterwork Studded Leather (Small) Light +3 +5 +0 15
SPECIAL ATTACKS Spontaneous Casting You can channel stored spell energy into summoning spells that you haven’t prepares ahead of time. You can “lose” any prepared spell in order to cast any Summon Nature’s Ally spell of the same spell level or lower
SPECIAL QUALITIES Animal Companion (Ex) Defensive Training (Ex) Gnomes get a +4 dodge bonus to AC against monsters of the giant type. Gnome Magic (Sp) 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 (Ex) 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. Illusion Resistance (Ex) Gnomes get a +2 racial saving throw bonus against illusion spells or effects. Keen Senses (Ex) Gnomes receive a +2 bonus on Perception skill checks. Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks. Obsessive (Ex) 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 (Ex) Gnomes treat any weapon with the word “gnome” in its name as a martial weapon. Wild Empathy (Ex) You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+5 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intellegence score of 1 or 2, but you take a -4 penalty on the check. Woodland Stride (Ex) You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your 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 you.
FEATS Eschew Materials You can cast many spells without needing to utilize minor material components. Armor Proficiency, Light You are skilled at wearing light armor. Armor Proficiency, Medium You are skilled at wearing medium armor. Shield Proficiency You are trained in how to properly use a shield. PROFICIENCIES Club, Dagger, Dart, Quarterstaff, Scimitar, Scythe, Shieldbash (Heavy), Shieldbash (Light), Shortspear, Sickle, Sling, Spear, Spells (Ray), Spells (Touch), Unarmed Strike
LANGUAGES Common, Draconic, Druidic, Gnome, Goblin, Sylvan
Animal Companion: Kaah (Snake (Constrictor) HP: 27 AC: 16 INIT: +3 FORT: +4 REF: +6 WILL: +2 *Bite (Natural/Primary) +6 DAM: 1d3+4 CRIT: 20/x2 Special:
Inventory: EQUIPMENT ITEM LOCATION QTY WT COST TOTAL WEIGHT CARRIED/VALUE 27.25 lbs. 22201.6 gp Artisan’s Tools (Traps) Sack (Small) 1 5.0 5.0 Flint and Steel Pouch (Belt) (Small) 1 0.0 1.0 Masterwork Studded Leather (Small) Equipped 1 10.0 175.0 Outfit (Traveler’s/Small) Equipped 1 1.25 0.0 Pouch (Belt) (Small) 1 lbs., 1 Sewing Needle, 1 Spyglass, 1 Flint and Steel Equipped 1 0.12 1.0 Rope (Hemp/50 ft.) 1 10.0 1.0 Rope of Entanglement Equipped 1 5.0 21000.0 Sack (Small) 6 lbs., 1 Artisan’s Tools (Traps), 50 Coin (Gold Piece) Equipped 1 0.12 0.1 Scythe (Small) May be used to make trip attacks (pg.145) Equipped 1 5.0 18.0 Sewing Needle Pouch (Belt) (Small) 1 0.0 0.5 Sling (Small) 0 lbs. Carried 1 0.0 0.0 Spyglass Pouch (Belt) (Small) 1 1.0 1000.0 WEIGHT ALLOWANCE Light 32 Medium 65 Heavy 97 Lift over head 97 Lift off ground 195 Push / Drag 487Innate Racial Spells Name DC Saving Throw Time Duration Range Comp. Spell Resistance School Source
- =Domain/Speciality Spell o Dancing Lights None 1 standard action 1 minute [D] Medium (120 ft.) V, S No Evocation [Light] PFCR: p.263 Effect: You create up to four lights that resemble lanterns or torches. Target: Up to four lights, all within a 10-ft.-radius area Caster Level: 2 o Ghost Sound 13 Will disbelief 1 standard action 2 rounds [D] Close (30 ft.) V, S, M No Illusion (Figment) PFCR: p.289 Effect: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. Target: Illusory sounds Caster Level: 2 o Prestidigitation 13 See text 1 standard action 1 hour 10 ft. V, S No Universal PFCR: p.325 Effect: Prestidigitations are minor tricks that novice spellcasters use for practice. Target: See text Caster Level: 2 o Speak with Animals 1 standard action 2 minutes Personal V, S Divination PFCR: p.346 Effect: You can ask questions of and receive answers from animals, but the spell doesn’t make them any more friendly than normal. Target: You Caster Level: 2
Chompski was raised an orphan by a coven of Nymphs in a forest glade near Shirevaleton. His formative years were nearly all spent in presence of nature and the wild, with few forays into civilization. He and his adoptive sisters Aislinn and Siron, learned much about the wilds from their very first moments alive. Abandoned near birth because of “deformities” by the straggling residents of the once great city, their parents small minded bigotry and fear actually save all their lives. Left in a protected grove they were adopted immediately by the 3 Nymphs Sömmerska, Låda, and Obeveklig. Soon afterward a roving band of demons, common to the area, completely eradicated the group of stragglers which held blood kinship to the 3 children, leaving them orphaned. Like all things in the Nymph’s grove, they were guarded and protected from the unnatural and the destructive. the nymphs raised the children as fey, to revere nature and always protect it, teaching them to both care for, and fight for, the wild. most of their young lives were spent exploring all that nature has to offer, and avoiding or eliminating unnatural aggressors. Chompski always displayed more of a knack for the exploring aspect of their lives, always disappearing to follow some trail or explore a divergent path. He also took on his adoptive parents love of all things natural, becoming a druid and plumbing deep into natures way. now chompski joins a group of adventurers out of new shirevaleton, heading to explore the vast ruins of The Lich’s Valley.