Fidler is the priest of Erastil's chapel in Oston.
Two things are never far from Fiddlers lips, a smile and his trusty wooden pipe. He is friendly and welcoming with a deep bubbling laugh that seems like it should be associated with a much larger person.
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ABILITIES/FEATS
Feats
- Point blank shot: You get a +1 bonus on attack and damage rolls with
ranged weapons at ranges of up to 30 feet
- Precise shot: You can shoot or throw ranged weapons at an opponent
engaged in melee without taking the standard –4 penalty on your attack roll
Other Abilities
- Favored Class: Cleric (Cleric: Select one domain power granted at 1st
level that is normally usable a number of times per day equal to 3 + the
cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per
day of that domain power.)
- Traits: Slippery (+1 stealth, becomes class skill)
Freed Slave (+1 Will save)
- Racial:
Size: Halflings are Small creatures and gain a +1 size bonus to their AC,
a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a
+4 size bonus on Stealth checks.
Fearless: Halflings receive a +2 racial bonus on all saving
throws against fear. This bonus stacks with the bonus granted by halfling
luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb
checks.
Weapon Familiarity: Halflings are proficient with slings and treat any
weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
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DOMAINS
Animal
-Speak with Animals (Sp): You can speak with animals, as per the spell,
for a number of rounds per day equal to 3 + your cleric level.
1st = Calm animals
2nd = Hold animals
Community
-Calming Touch (Sp): You can touch a creature as a standard action to heal
it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch
also removes the fatigued, shaken, and sickened conditions (but has no
effect on more severe conditions). You can use this ability a number of
times per day equal to 3 + your Wisdom modifier.
1st = Bless
2nd = Shield other
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SPELLS KNOWN/PREPARED:
0: Light, Guidance, detect magic, Create water
1:
2:
x:
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SKILLS (Max Rank = Level, Class Skills get +3 bonus with at least 1 Rank)
^Trained only
Languages: Common, Halfling
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MONEY:
PP=
GP=1000(175,375,1,4,10,10,7,2,50,1,2=637) 150(initial adventure)
SP=(5,1,1=7)
CP=
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GEAR (Weight):
Studded Leather,small-MW(10)
Longbow,small-MW(1.5)
Arrow x20(3)
Arrow, silver x10(1.5)
Dagger,small x2 (1)
Blanket(3)
Bedroll(5)
Hammock(3)
Compass(.5)
Rope,silk-50'(5)
Lantern,hooded(2)
Rations,trail x4(4)
Waterskin(4)
Outfit, explorers(small)(2)
Backpack-MW(4)
Pouch,belt x2(1)
Potion of invisibility(1)
TOTAL WEIGHT:51.5
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MAGIC ITEMS
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DESCRIPTION
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BACKGROUND
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