Norethe
Level 1 Druid (Swarm Monger) + Rogue (Gestalt)
Basics:
- Race: Harp
- Alignment: Chaotic Neutral
- Hit die: d8
- Skills per level: 9 (8 base, INT)
- Base attack bonus: +0 (+0.75 per level)
- Languages:
- Trade
- Druidic
- Harpish
- Goblin
- Ratfolk
- TODO: Pick an additional language.
- CMB: +0 (bab, STR)
- CMD: 13 (bab, STR, DEX)
Wealth: 3g, 4s, 9c
Health:
- HP: 8 (CON, gain 1d8+CON per level)
- Current HP: –
AC:
- Base: 16 (10, 2 armor, 1 shield, DEX)
- Touch: 13 (DEX)
- Flat-Footed: 13
Saves:
- Fortitude: 3 (3 base, CON)
- Reflex: 6 (3 base, DEX)
- Will: 6 (3 base, WIS)
Attributes:
- STR: 11, +0
- DEX: 17, +3 (+2 racial)
- CON: 10, +0 (-2 racial)
- INT: 12, +1
- WIS: 17, +3 (+2 racial)
- CHA: 17, +3
Skills:
- Appraise: +8 (3 class, 1 rank, 3 familiar, INT)
- Bluff: +7 (3 class, 1 rank, CHA)
- Diplomacy: +7 (3 class, 1 rank, CHA)
- Linguistics: +9 (3 class, 1 rank, 4 racial, INT)
- Perception: +9 (3 class, 1 rank, 2 familiar, WIS)
- Profession (Gambler): +7 (3 class, 1 rank, WIS)
- Sense Motive: +9 (3 class, 1 rank, 2 familiar, WIS)
- Sleight of Hand: +7 (3 class, 1 rank, DEX)
- Stealth: +9 (3 class, 1 rank, 2 druid, DEX)
Proficiencies:
- Simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword.
- Light armor, medium armor, and shields ONLY IF padded, leather, or hide.
Special:
- Harp:
- Gifted Linguist: +4 racial bonus on Linguistics checks, and gain 2 languages per rank in Linguistics.
- Climb: Members of this race have a climb speed of 20 feet, and gain a +8 racial bonus to Climb.
- Gliding Wings: Take no damage from falling. Additionally, while in midair, Harps can move up to 5ft horizontally for every 1ft they fall (ex: 6ft dy -> 30ft dx). Can gain lift from updrafts, strong winds, etc.
- Natural Attack (Bite) 1d3
- Low-light vision: Can see twice as far in dim light. Ex: With a torch that normally illuminates 20ft in darkness, you can see 40ft. See Vision and Light for more details.
- Druid (Swarm Monger):
- Fecund Familiar:
- As Arcane Bond, using Druid levels in place of Wizard levels. See Familiars for more info.
- Raven:
- Tiny animal
- Initiative: +2
- Senses:
- Perception: +6
- Low-light vision: See twice as far in dim light, see normally in moonlight.
- AC: 15, touch 14, flat-footed 13 (10 base, +2 size, +2 dex, +1 natural @ 1/2 per level)
- HP: – (1/2 Norethe’s HP, rounded down)
- Attacks:
- Bite:
- Attack: +5 (2 size, 2 DEX, 1 Norethe’s BAB)
- Damage: 1d3-4 (min 1; -4 STR)
- Saves: use Norethe’s
- Skills: use Norethe’s, or…
- Fly 6
- Perception 11 (5 base, 6 senses)
- Special:
- Grants Alertness to Norethe.
- Improved Evasion: Take half damage even on failed Reflex saves, take no damage on successful ones. Does not apply when helpless.
- Share Spells: Spells which target self can instead target the familiar.
- Empathic Link: Can psychically communicate feelings and emotions over up to 1 mile.
- Grants +3 Appraise to Norethe.
- As a standard action, can transform familiar into swarms as four contiguous 5ft squares. While transformed, familiar loses improved evasion and cannot share spells or deliver touch attacks, but gains the swarm subtype. Thus it can occupy any occupied space, must do so to attack, and apply damage automatically. Moving into another creature’s space provokes an AOO. Swarm attacks deal 1d6 damage plus another 1d6 per 5 HD after the first, and are not hindered by concealment or cover.
- May transform familiar n (WIS) times per day, and each transformation lasts 2 minutes (1 per level) unless ended prematurely as a standard action.
- Shadowy Opportunist: +2 to Knowledge (local) and Stealth.
- Wild Empathy: May attempt Diplomacy with animals by rolling 1d20 + 2 + n (level + n CHA)
- Low Friends: Any spells or abilities that only target animals may also target vermin. You may use Wild Empathy to influence vermin as you would influence an animal.
- Orisons (Druid): 4 per day
- Spontaneous Casting (Druid): Norethe can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
- Divine Spells (Druid):
- Rogue:
- Sneak Attack 1d6: Deal extra damage to flat-footed or flanked targets who are vulnerable to precision damage (e.g. not slimes)
- Trapfinding: +1 (1/2 per level) to Perception and Disable Device checks regarding traps. Can use Disable Device on magical traps.
- Evasion: On a successful Reflex save to halve damage, instead take no damage if wearing light or no armor and not helpless.
- Rogue Talents:
- Canny Observer: +4 Perception to overhear conversation, or to find concealed or secret objects.
- Feats:
- Spell Focus (conjuration): +1 DC to Conjuration spells.
- [Prospective] Augment Summoning: Summoned creatures get +4 STR and CON.
- Traits:
Equipment:
- Weapons:
- Hand Crossbow:
- Attack: +4 (bab, DEX)
- Damage: 1d4
- Type: Piercing
- Dagger:
- Attack: +0 (bab, STR)
- Damage: 1d4 (STR)
- Type: Piercing or Slashing
- Note: +2 to Sleight of Hand checks to conceal a dagger on your person.
- Bite:
- Attack: +0 (bab, STR)
- Damage: 1d3 (STR)
- Type: Bludgeoning, Piercing, and Slashing
- Armor:
- Leather: +2 AC, +6 max DEX, no armor check penalty
- Shield, light wooden: +1 AC, -1 armor check penalty
- Misc.:
- Bathtub, collapsible
- Cot
- Blanket
- Soap
- Tent, medium