Gondabuggin

Description:

Gonda big
GONDABUGGIN
Male Svirfneblin Cleric 4
NG Small Humanoid (Gnome)
Init + 6 Senses Darkvision, Low-Light Vision; Perception + 7
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DEFENSE
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AC 19, touch 19, flat-footed 11 (+ 6 Dex, + 1 size, + 2 dodge)
hp 40 (4d8+ 16)
Fort + 10, Ref + 9, Will + 11
SR 15
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OFFENSE
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Spd 20 ft.
Melee + 2 Deep Pick, Light + 12 (1d4+ 2/20/x2) and
Unarmed Strike + 10 (1d2/20/x2)
Spell-Like Abilities Acid Dart (8/day), Bit of Luck (8/day), Blindness/Deafness (1/day), Blur (1/day), Disguise Self (1/day), Nondetection (Constant)
Cleric Spells Known (CL 4, 4 melee touch, 10 ranged touch):
2 (3/day) Cure Moderate Wounds (DC 17), Hold Person (DC 17), Soften Earth and Stone, Status (DC 17)
1 (5/day) True Strike (DC 16), Endure Elements (DC 16), Bless, Cure Light Wounds (DC 16), Protection from Evil (DC 16), Remove Fear (DC 16)
0 (at will) Stabilize, Read Magic (DC 15), Detect Magic, Cure Minor Wounds (DC 15)
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STATISTICS
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Str 10, Dex 22, Con 18, Int 16, Wis 21, Cha 15
Base Atk + 3, CMB + 2, CMD 20
Feats Selective Channeling, Weapon Finesse
Skills Appraise + 7, Craft (Gemcutting) + 7, Fly + 8, Heal + 12, Knowledge (Arcana) + 7, Knowledge (Dungeoneering) + 5, Knowledge (Geography) + 4, Knowledge (History) + 8, Knowledge (Planes) + 8, Knowledge (Religion) + 10, Perception + 7, Sense Motive + 9, Spellcraft + 7, Stealth + 13, Swim + 1 Modifiers + 2 Stealth Underground
Languages Abyssal, Celestial, Common, Gnome, Undercommon
SQ Aura (Ex), Cleric Channel Positive Energy 2d6 (5/day) (DC 14) (Su), Cleric Domain: Earth, Cleric Domain: Luck, Hatred + 1, Spontaneous Casting, Stonecunning + 2
Combat Gear + 2 Leather, + 2 Deep Pick, Light
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SPECIAL ABILITIES
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+ 2 Stealth Underground (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Acid Dart (1d6+ 2) (8/day) (Sp) 30’ Ranged touch attack deals 1d6+ 2 Acid damage.
Aura (Ex) The Cleric has an aura corresponding to his deity’s alignment.
Bit of Luck (8/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 2d6 (5/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Earth Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Cleric Domain: Luck Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Hatred + 1 Gain a bonus to attack vs Dwarves/Reptilian humanoids.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Resistance (15) You have Spell Resistance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stonecunning + 2 bonus to Perception vs unusual stonework. Free check within 10 feet.

Bio:

Gondabuggin

Deepest Darkness Lord_AO