Treebeb Toolage

A adventerous, chatty, inquisitive, gnome.

Description:

Treebeb Toolage

NG Male Gnome Druid 6
Str: 12 +1
Dex: 12 +1
Con: 16 +3
Int: 12 +1
Wis: 14 +2
Chr: 14 +2

AC- 16 FF- 15 Touch- 12
(Size +1, Dex +1, Armour +2, Shield +2)

HP- 11-18-25-32-39-46 *Diehard

Saves
Fort- +8 (Base +5, Con +3)
Ref- +3 (Base +2, Dex +1)
Will- +7 (Base +5, Wis +2)
+2 vs illusion
+2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.

Combat
CMB: +4 (Size -1, Str +1, BAB +4)
CMD: 15 (Size -1, Str +1, Dex +1, BAB +4)
Base Attack: +4

Initiative: +2 (Dex +1, +1 From NPC training)

Spear melee +6 1d4 +1 20/x2 (Size +1, Str +1, BAB +4)
Sling missile +6 1d3 +1 20/x2 (Size +1, Dex +1, BAB +4)

Skills (4 class, +1 Int, +1 Favoured Class)
#Denotes Class Skill
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Skills with Ranks in:
#Fly (dex) +5 (Rank 4, CS 3, Dex +1)
#Heal (wis) +9 (Rank 4, CS 3, Wis 2)
#Handle Animal (cha) +11 (Rank 6, CS 3, Cha 2)
#Knowledge (nature) (int) +14 (Rank 6, CS 3, int 1, Racial 2, Class feature 2)
#Perception (wis) +13 (Rank 6, CS 3, Wis 2, Racial 2)
#Ride (dex) +6 (Rank 2, CS 3, Dex 1)
#Survival (wis) +15 (Rank 6, CS 3, wis 2, Class feature 2, Tatoo +2)*Plus Endurance when appropriate
#Swim (str) +12 (Rank 2, CS 3, Str 2, Ring of Swimming +5)

CONCENTRATION: +2 from NPC training.

Other useful skills:
#Climb (str)
Diplomacy (chr)
#Handle Animal (chr)
Stealth (dex)

Languages: Gnomish, Common, Sylvan, Druidic and Draconic

Feats and Traits by Level:
Free Trait: Naturally Gifted Wherever the truth lies, you gain an additional use of one of your gnome magic spell-like abilities each day. This does not always have to be the same spell-like ability—one day you might use dancing lights twice, only to use the additional casting for speak with animals the next day.

Campaign Trait: Boarded in Varisia: Treat your spells with the mind-affecting descriptor as being +1 caster level higher when cast against creatures and natives of the jungle.

1st: Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.

3rd: Diehard: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

4th: +1 Dexterity.

5th Natural Spell Benefit: You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.

Equipment:
Carry Capacity: Medium: 44–86 lbs. Heavy: 87–130 lbs.
Current Load: 35lbs

Masterwork Leather Armour
Darkwood Buckler +1

Shortspear (1gp) 1d4*2 (20ft) (3lbs)
Shortspear (1gp) 1d4*2 (20ft) (3lbs)
Sling
Bullets Sling 20 (2sp) 1d3*2 (20ft) (10lbs)

Backpack (2gp) (2lbs)
Bedroll (1sp) (5lbs)
Fishing Hooks and twine (4sp)
Flint and steel (1gp)
Waterskin (1gp) (4lbs)
Explorer’s outfit (10gp) (8lbs)

Potions:
Lesser Restoration

Magic Items:
Ring of Swimming +5
Spirit Link Tattoo: Raccoon +2 sacred bonus to survival and cast darkness at lvl 1 once per day

Animal Companion:
Leather Barding (20gp) +2AC (15lbs)
Riding Saddle (30gp) (30lbs)

Platinum: 6
Gold: 2440
Silver: 1084
Copper: 661

Gnome Racial Traits
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Additional Rules.

Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces the defensive training and hatred racial Traits.

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 the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.

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

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

Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill. This racial trait replaces the obsessive racial trait.

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

Druid Class Features

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Bonus Languages: A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.
Druidic has its own alphabet.

Woodland Stride: 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.

Trackless Step: Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.

Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.

At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid’s wild shape now functions as beast shape II. When taking the form of an elemental, the druid’s wild shape functions as elemental body I.

At 8th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid’s wild shape now functions as beast shape III. When taking the form of an elemental, the druid’s wild shape now functions as elemental body II. When taking the form of a plant creature, the druid’s wild shape functions as plant shape I.

At 10th level, a druid can also use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body III. When taking the form of a plant, the druid’s wild shape now functions as plant shape II.

At 12th level, a druid can also use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body IV. When taking the form of a plant, the druid’s wild shape now functions as plant shape III.

Spells:
Treat your spells with the mind-affecting descriptor as being +1 caster level higher when cast against creatures and natives of the jungle.
Gnomes add +1 to the DC of any saving throws against illusion spells that they cast.
+2 to DC of spells of the charm school or language spells.

Gnome Magic (DC-13 (lvl+chr) 1/day each + 1 recall
Ghost Sound: Figment sounds.
Prestidigitation: Performs minor tricks.
Dancing Lights: Creates torches or other lights.
Speak with Animals

Spirit Link Tattoo of a Racoon:
Darkvision at level 1

Level 0 (DC-12) 4 off
Create Water: Creates 2 gallons/level of pure water.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Stabilize: Cause a dying creature to stabilize.

Level 1 (DC-13) 3+1(wis)
Magic Stone: Three stones gain 1 on attack rolls, deal 1d61 damage.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Charm Animal: Makes one animal your friend.

Level 2 (DC-14) 3+1(wis)
Flaming Sphere : Rolling ball of fire deals 3d6 fire damage.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.

Level 3 (DC-15) 2
Magic Fang, Greater : One natural weapon gets + 1/four levels (max +5)
Cure Moderate Wounds : Cures 2d8 damage + 1/level (max +10).

Bio:

Treebeb is wanted criminal, at least in his own mind. It all started with a visit to a travelling Varisian gypsy fair, a conversation with a depressed looking tiger and a midnight escape plan. This is how Treebeb met his companion of the last 6 months Mrs Surefoot and why he is now on a ship to the Jungle, on the run so to speak from his imaginary pursuers.

Treebeb is small, even by Gnome standards. His hair dark, almost black hair, lost the beautiful purple streaks several years ago when incarceration for ‘borrowing’ a book from a collectors library left him locked up in prison for several months, denied stimulus for that length of time robbed him of several years of his life to the bleaching, and left him in constant irrational fear of incarceration or people in authority. His life now revolves upon trying to regain those lost years, vigorously reading up on the wonders of the natural world when he is not out there experiencing as much of it as he can. His latest project is the jungle and this also seemed like a great place to hide from the law and a suitable place to allow Mrs Surefoot to meet some of her kind.

Like most Gnomes Treebeb loves hats, his current favourite is a dark black bowler hat he ‘acquired’ in port. He is also rarely without a pipe, although currently he is out of smoking tobacco and having serious cravings for it.

Treebeb Toolage

Serpent's Skull AllDMsareEVIL