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  • Dragon's Dogma: Items and Equipment

    Copyright 2013 Capcom.

    Now that we have a good handle on the locations and characters of Gransys, let’s take a look at its stuff. This means both the gear available to its delvers and the treasure that can be obtained from its dungeons. We’ll start with money, since that figures prominently in both categories.

    Currency

    The original game used a simplified currency system typical of electronic RPGs. The unit of currency was a generic “gold piece”. Early game items had 2-digit prices for consumables and 4-digit prices for equipment, going up to 5- and 6-digit prices respectively in the late game. Money was found in bags containing up to 10 thousand gold pieces either hidden in dungeons, or dropped from enemies. It could also be earned by selling items in town, and by the end-game selling unused equipment is the player’s main source of income.

    We can afford to be a little more detailed in this adaptation. I want Gransys to have a currency system that fits more with the “dungeon fantasy” genre and if possible I also want to sneak a tiny bit of history in there like I did with the villages and baronies. This results in the following system:

    Under Duke Edmun’s rule, Gransys has come to use coinage of several denominations. The copper penny is worth $1 in GURPS money, is about 23mm in diameter and weights 8 grams (125 to the kilogram). The silver shilling is worth $5, has a diameter of 15mm and weights 2.5 grams (400 to the kilogram). And the ducat is made of gold, worth $100, has a diameter a hair over 12mm, and weights 2.5 grams (400 to the kilogram). All of them are stamped with the Duke’s face on one side and with his coat of arms (a dragon with an exposed heart) on the other.

    These coins are heavily used in Gran Soren and the smaller towns of Gransys, and also by merchants and nobles to conduct their business. They are less widespread among the common citizens in the baronies and villages, who make most of what they need themselves and barter with their neighbors for the rest. They might still own some money from trading with traveling peddlers, but it’s not unusual for it to be used solely for that purpose. Feudal lords at this level take their tribute in goods more often than in money.

    These coin weights mean that the 10-thousand-coin “giant bag of gold” found in the orignal game would likely be a good deal smaller than its in-game graphic indicates, but would weight around 25kg and be worth $1,000,000! Needless to say, none but the most fabulous treasures have that much gold in them. The same weight of silver would be worth $50,000, or $10,000 if it’s copper. Most hoards will likely be mixed.

    PCs can also find variant coins, with different sizes or even made of different materials. These can come from the neighboring nations or from the ancient depths of some dungeon. See GURPS Dungeon Fantasy Treasures 1: Glittering Prizes for inspiration. “Money changer” isn’t an official occupation in Gransys, but many a wealthy merchant or collector would be glad to perform the service for a friendly fee.

    Mundane Equipment

    As mentioned before, Gransys is mostly a TL 4 setting, with transportation and information technology still at TL 3. What this means to delver PCs is that the list of gear available to them matches the one from GURPS Dungeon Fantasy pretty much exactly.

    Those groups who want to go into a little more detail here are encouraged to use the weapon and armor tables from GURPS Low-Tech instead of the ones from the Basic Set, especially for armor. This will generally result in lighter but more expensive armor, which matches up a bit better with the “realistic Middle Ages” vibe the setting gives off. And even though only the European Low-Tech weapons are appropriate for a Gransys game, that will still increase the amount of possible choices for players.

    Gransys towns carry basic mundane equipment and may have a few of the simpler weapons. Special orders and more elaborate weapons and armor are always available in Gran Soren, and may be available in towns on an individual basis. Manors might provide a limited selection of basic gear, but most villages will be unable to spare anything other than some food.

    Magic Items

    Magic items merit some special discussion. Like in standard Dungeon Fantasy, their making is the province of NPCs, but here these aren’t scholarly (or priestly) enchanters. Instead, they’re artisans who have mastered the secrets of their craft. These secrets are effectively a form of alchemy, and a master artisan might be as eccentric as any powerful magician. Still, they usually get more respect than a powerful spell caster, who is likely to be seen as sinister and feared for his powers.

    Magic items are available in Gran Soren at the same prices quoted in Dungeon Fantasy 1. This includes alchemical concoctions, available from apothecaries. It might be possible to buy such things in smaller settlements if the GM thinks they might be home to a sufficiently skilled artisan.

    Anything not listed as available for sale in DF 1 is either an ancient artifact that has to be pried from a ruin or monster, or the work of a true master of the sort who hides away from the world and places absurd demands on prospective customers. Either way, it requires adventuring to get!

    At the top end, most of the Artifacts from Dungeon Fantasy 6 and similar sources would be appropriate for inclusion in the game. They would obviously only be available as hard-to-find loot.

    In the next article in this series, we’ll take a look at one of the original game’s most distinctive subsystems - equipment upgrades!

  • Pathfinder Iconics in Dungeon Fantasy: Seelah

    Welcome back to our series of conversions of Pathfinder’s Iconic Characters to GURPS Dungeon Fantasy! This is the fifth post in the series. Previous entries can be found here:

    Today’s template is the Holy Warrior, which means that today’s character is Seelah. Here she is:

    By Wayne Reynolds, Copyright 2008 Paizo Publishing

    Cool, huh? She’s my second favorite design so far, losing only to Kyra (Lini is a close third). Her bio, however, is by far the best. It’s quite tragic, but seems to hit a good balance between “biblical” and “Arthurian”. Her official stats are here. From these we can learn the following:

    • Seelah is a paladin of Iomedae the Inheritor, a Lawful Good deity of justice and protection. She wears heavy armor and fights with sword and shield, with a bow kept in reserve.

    • She has the usual varied suite of paladin powers, the ones most emphasized are her fearlessness, her ability to smite evil, and her healing hands, in that order.

    • While Seelah goes after all manner of evil foes, she fights fiends and evil dragons with particular fervor.

    Given Iomedae’s description as the goddess of justice and valor, the default Holy Warrior package should suit her just fine. The end result doesn’t quite have the points to afford all the standard paladin abilities - healing is expensive! However, the GURPS version of Seelah is absolutely fearless, supernaturally resistant to disease, can channel divine might to enhance her strength, and is particularly adept at fighting demons. All that as a starting DF character! Buying the Faith Healing ability with earned character points should be next on her list.

    Seelah, 248-point Human Paladin

    ST 13 {30}; DX 13 {60}; IQ 12 {40}; HT 13 {30}

    Damage 1d/2d-1; BL 16.9kg; HP 13; Will 14 {10}; Per 12; FP 13; Basic Speed 6.00 {-10}; Basic Move 6.

    Advantages

    • Blessed (Heroic Feats: ST, Holy -10%) {9}
    • Born War Leader 1 {5}
    • Detect (Evil) (Holy, -10%) {18}
    • Enhanced Parry (Broadsword) 1 {5}
    • Higher Purpose (Slay Demons) {5}
    • Holiness 2 {10}
    • Resistant to Disease +3 {3}
    • Shtick (Foes slain personally can’t raise as undead) {1}
    • Unfazeable {15}

    Disadvantages

    • Charitable (12) {-15}
    • Compulsive Generosity (12) {-5}
    • Honesty (12) {-10}
    • Selfless (12) {-5}
    • Sense of Duty (Adventuring Companions) {-5}

    Skills

    • Bow (A) DX+1 {4} - 14
    • Brawling (E) DX+1 {2} - 14
    • Broadsword (A) DX+3 {12} - 16
    • Climbing (A) DX-1 {1} - 12
    • Diplomacy (H) IQ {4} - 12
    • Esoteric Medicine (Holy) (H) Per-2 {1} - 10
    • Exorcism (H) Will {4} - 14
    • Fast-Draw (Sword) (E) DX {1} - 13
    • First Aid (E) IQ {1} - 12
    • Hidden Lore (Demons) (A) IQ {2} - 12
    • Intimidation (A) Will-1 {1} - 13
    • Leadership (A) IQ+1 {2}1 - 13
    • Meditation (H) Will-2 {1} - 10
    • Religious Ritual (H) IQ-2 {1} - 10
    • Riding (Horse) (A) DX {2} - 13
    • Shield (E) DX+3 {8} - 16
    • Stealth (A) DX-1 {1} - 12
    • Strategy (H) IQ {2}1 - 12
    • Tactics (H) IQ {2}1 - 12
    • Theology (H) IQ-2 {1} - 10
    • Wrestling (A) DX+1 {4} - 14

    Equipment

    $2000.0, 52.13kg. Just barely into Heavy Encumbrance.

    • Ordinary Clothing [Torso, Limbs]: Free, 1kg.
    • Scale Armor [Torso]: DR 4. $420, 17.5kg.
    • Mail Leggings [Legs]: DR 4/2*. $110, 7.5kg.
    • Mail Sleeves [Arms]: DR 4/2*. $70, 4.5kg.
    • Boots [Feet]: DR 2*. $80, 1.5kg.
    • Leather Gloves [Hands]: DR 2*. $30, neg.
    • Pot Helm [Head]: DR 4. $100, 2.5kg.
    • Arrows x20 [Quiver]: $40, 1kg.
    • Hip Quiver [Torso]: Holds up to 20 arrows. $15, 0.5kg.
    • Medium Shield [Torso]: DB 2. $60, 7.5kg.
    • Regular Bow [Torso]: Damage thr+1 imp. $100, 1kg.
    • Thrusting Broadsword [Torso]: Damage sw+1 cut, thr+2 imp. $600, 1.5kg
    • Backpack, Small [Torso]: Holds 20kg of gear. $60, 1.5kg.
    • First Aid Kit [Backpack]: $50, 1kg.
    • Blanket [Backpack]: $20, 2kg.
    • Rations x4 [Backpack]: $4, 1kg.
    • Personal Basics [Backpack]: $5, 0.5kg.
    • Waterskin [Backpack]: Holds 4L of liquid (4kg if water). $10, 0.13kg.
    • $226 in coin.
    1. +1 from Born War Leader  2 3

  • Blog or Treat: The Grim Reaper

    Welcome to our second Blog or Treat article! I wanted to do another scary monster during this week, and figured there was no reason think small. So in this post we’ll stat up Death.

    Copyright 2013 Capcom.

    The Horror of Death

    In the previous article we launched right into the stats of the Snake-Maned Lion, but here let’s look at the historical and narrative concepts around the Grim Reaper first.

    According to the ever-helpful Wikipedia, many cultures and mythologies describe different personifications of death. It’s not considered a bad thing in all of them, which results in the messenger of death looking more like an angel who merely takes the departed to the afterlife. However, the version we’re interested in is the black-robed skeleton with the scythe, an invention of 14th-century Europe. The name “Grim Reaper” is more recent, having been first recorded in 1847.

    The mention of “14th-century Europe” might ring a bell. Indeed, that’s when the Black Death swept through the continent. It’s not a stretch to think that the skeleton-and-scythe imagery comes from it. It’s as much a personification of the fear of death as it is of death itself. The Reaper does not symbolize death as part of a cycle, or a gentle passing into some higher realm. A scythe is not a tool for gently picking individual wheat stalks. No, the Grim Reaper is the Death that does to humanity what a farmer does to a field come harvest time. It’s the Death that takes away your loved ones in the prime of their lives and then comes for you. You have as much defense against it as wheat does against the farmer.

    The monster and its variants statted up below draw inspiration from this imagery, and from a couple of other similar creatures I’ve run across in other games. It’s appropriate for Dungeon Fantasy or horror campaigns, being a much scarier threat in the latter.

    Grim Reaper

    Long thought just a legend or a metaphor for death, these beings turn out to be quite real. Most of what is known of them is pure speculation, as almost no one who got into a position to take a good look at them survived the encounter. Are they a form of spectral undead? A demon? Are they a species of monster, or is there just the one avatar of Death itself?

    It is known that Grim Reapers are floating figures wearing voluminous, tattered black robes and wielding large scythes. Beyond that, accounts vary. Some say they look skeletal, others see a demonic horned visage, and others report only darkness staring at them from beneath the hood. Some report it carring a lantern in addition to the scythe.

    One of the reasons it’s so hard to get a precise account of how their look is that these creatures inhabit a place between life and death. They are normally completely invisible to mortal eyes, and intangible to anything physical! They attack by reaching through this veil and pulling unwary mortals through. The closer they are to the reaper’s in-between home, the more than can interact with it… and once they are close enough, the monster cuts them down with its absurdly sharp scythe.

    No one has encountered more than one Grim Reaper at once… but they tend to hang out in places soaked in plague and/or evil, much like Snake-Maned Lions and other similar monsters, so it wouldn’t be implausible to encounter it alongside these other creatures.

    ST 18; DX 14; IQ 10; HT 12

    Dodge: 10; Parry: 14; DR: 4; SM 0

    HP 18; Will 12; Per: 12; FP 12

    Speed 7.5; Move 7

    • Pull Through the Veil (16): 1 point toxic, and the target becomes marked by the Reaper (see Notes, below). Reach C, 1. This is a Cosmic attack that ignores DR, and affects substantial targets.
    • Grim Scythe (18): 3d+3 cut or 3d+1 imp or 1d+1 cut (Hook). Reach 1. Often done as a Deceptive Attack. This is a Cosmic attack that ignores DR! See Notes, below, for which targets are valid.

    Traits: Astral Entity (p. B263); Dark Vision (with Color Vision); Fragile (Unnatural); Flight (max Move 7); Enhanced Parry 2 (Scythe); Indomitable; Immunity to Mind Control; Injury Tolerance (No Blood, No Brain, No Vitals, Unliving); Skinny; Temperature Tolerance 10; Unfazeable; Vaccum Support.

    Skills: Brawling-16; Two-Handed Axe/Mace-18; Observation-12;

    Class: Undead.

    Notes: When a target first becomes marked by the Reaper, they begin perceiving their surroundings as blurry and colorless (-1 to Per-based rolls to make out detail). Characters who have been marked once can see the Reaper in full detail; they can attack it for half damage, and it can attack them for half damage as well. Twice-Marked characters can interact with the Reaper as if it was fully substantial and vice-versa.

    These marks fade after a minute, returning the character to normal. The scythe disappears when the creature is slain.

    Fighting the Grim Reaper

    The Reaper attacks by invisibly approaching the most vulnerable-looking party member, marking them twice, and cutting them down. Its touch grants it the ability to isolate vulnerable adventurers without having to rely on terrain, as it remains invisible and insubstantial to the victim’s friends. It makes free use of tactics such as Deceptive, Defensive, Committed or All-Out Attacks to exploit holes in its opponent’s defenses.

    To effectively fight a Reaper, the PCs should have access to magic that allows them to see and affect invisible and insubstantial creatures. Being undead, it’s also vulnerable to some Cleric and Holy Warrior powers. Lacking either of those, they might contrive to get marked by the monster and fight it that way, though that’s pretty risky as it’s a superb melee combatant. Its multiple injury tolerances and high HT mean it might only die when it hits -36 HP, and it’s smart enough to fly away and try again when the marks have worn off.

    Even a single Grim Reaper can pose a significant challenge to a whole delver party.

    Variant Reapers

    Plenty of variance is possible here by changing the answers to the questions at the beginning of the monster’s description.

    Different Class: This variant is not undead, but is either a Demon or a Divine Servitor. This either makes it vulnerable to a different set of Holy powers, or not particularly vulnerable to any of them.

    Greater: This large variant carries an oversized scythe. It might well be the Grim Reaper! Change ST and HP to 27; change SM to +1; change scythe damage to 5d+5 cutting or 5d+2 imp or 3d-2 cutting (Hook); change scythe range to 1-2.

    Lantern-Bearing: This variant carries a skull-shaped lantern in addition to its scythe. The lantern can cast Mass Sleep at power 15 and has a 30-point Energy Reserve. Particularly cruel GMs can have the Mass Sleep be cast at power 20 instead. The lantern also disappears if the creature is slain.

    Materialized: While still a spirit, this variant exists closer to the world of the living than to the world of the dead. It’s visible and almost solid, but still difficult to hurt. Remove Astral Entity and the Pull Through the Veil attack and replace Injury Tolerance (Unliving) with Injury Tolerance (Diffuse).

    Incidentally, one of the inspirations for this monster is Dragon’s Dogma, which features a Greater, Materialized, Lantern-Bearing Grim Reaper in its most dangerous dungeon.

  • Blog or Treat: The Snake-Maned Lion

    Welcome to Blog or Treat, a Halloween Special conspiracy concocted by a secretive cabal of GURPS bloggers. Here at Octopus Carnival, I will present to you two particularly scary monsters! One you see below, the other will grace your screen tomorrow.

    Source

    The Snake-Maned Lion

    This horrible beast is a nightmare made flesh, a huge lion with a dozen venomous snakes growing out of its black mane. Some sages proclaim it comes from the darkest faerie realms, while others ascribe an infernal origin to it. What they do agree on is that he creature makes its home in places haunted by evil. It hunts at night, drawn to the scent of fresh blood, the cries of small and helpless things, or any light sources.

    The snake-maned lion possesses animal intelligence, but it’s clever enough to adapt its tactics to the strength of its potential prey. When faced with a weak or helpless victim, it delights in striding boldly into view and letting out an intimidating roar followed by a frontal attack. When faced with a group of more capable opposition, it will attempt to strike from ambush, targetting isolated stragglers and using its roar to drive others away before dragging its victim off. In either case, it prefers to attack by biting and hanging on, letting the snakes finish the job and helping them along with its claws.

    The monster is solitary in that it’s rarely seen together with others of its kind, but its choice of hunting ground means it’s often encountered alongside a group of undead or demonic creatures. It seems to have a natural tendency to leave these monster types alone, and they in turn don’t bother it. Sometimes, a more powerful villain such as a lich, dark fey lord, or demon will manage to tame one of these beasts.

    ST 20; DX 13; IQ 5; HT 12

    Dodge 10; DR 1 (Tough Skin); SM +1

    Will 10; Per 12; HP 20; FP 12

    Speed 6.25; Move 6.

    • Terrifying Roar (-) : Anyone who hears it must make a Fright Check at -2. Usable once per fight.
    • Bite (15): 2d cutting. Reach C. May grapple the target on a hit. Parried as a weapon.
    • Talons (15): 2d cutting. Reach C, 1. Parried as a weapon.
    • Serpent Mane (18) (x4): 2 points impaling + follow-up 1d toxic (HT-1, plus -1 per additional bite, to resist; 5 cycles; 1 minute per cycle). Often aimed at the face (-5) or neck (-5) if those are unarmored.
    • A Thousand Bites (-): A Bite aimed at the torso followed by four Serpent Mane attacks aimed at the grappled target’s torso, face, or head.
    • Horrid Onslaught (-): A Rapid Strike combining a Talons attack and a Bite aimed at the torso, followed by four Serpent Mane attacks aimed at the grappled target’s torso, face or head.

    Traits: Combat Reflexes; Extra Attack 4 (Serpent Mane only); Fearlessness 5; Night Vision 7; Penetrating Voice; Quadruped; Restricted Diet (Fresh Meat); Sadism (9); Wild Animal; Terror 2 (Roar).

    Skills: Brawling-15; Stealth-15; Wrestling-15;

    Class: Hybrid.

    Notes: Animal spells which affect hybrids work on the lion.

    Fighting the Snake-Maned Lion

    As you can see from its stats, getting into melee combat with the snake-maned lion is a very bad idea. Through a combination of high skill, Rapid Strikes and Extra Attacks it has a very good chance of damaging its chosen victim at least once per turn.

    The beast should be fought at a distance, with ranged weapons or magic. Of course, it will try its hardest to force a melee confrontation by sneaking in close before its initial pounce, and it might disrupt the efforts of any ranged attackers with its roar. If keeping away is not an option, distracting it with numbers and flanking it is the next best bet.

    The sound of the lion’s roar is audible over a mile away, so unless the PCs take precautions like plugging their ears in advance, they will be inside its area of effect at the ranges in which the monster likes to use it.

    Variant Lions

    The Snake-Maned Lion has some similarities to mythological beasts such as the Chimera or the Manticore, and might fulfill similar narrative roles. According to this Wikipedia article on the Chimera, chimerical figures appear in medieval art as deceptive or even satanic embodiments or raw nature.

    The base creature above is well-suited to this, but if you don’t think it’s scary enough you can try these variants:

    Armored: This variant is covered in reptilian scales instead of leonine hide. Raise DR to 4 and remove the Tough Skin limitation.

    Intelligent: This variant is smart enough to understand speech and come up with really clever ambush setups. It’s also no longer affected by Animal spells, requiring Mind Control magic instead. Raise IQ to 8, Will to 12, and remove Wild Animal.

    Demonic: A materialized spirit from hell set loose in our plane! Change its class to Demon and add Injury Tolerance (Homogenous), which makes it a lot more resistant to most ranged weapons.

    These variants can stack with each other and with any of the generic monster prefixes from GURPS Dungeon Fantasy Monsters 1.

  • Pathfinder Iconics in Dungeon Fantasy: Lini

    Update: This is the GURPS Dungeon Fantasy version of the character. If you want to see a version for the Dungeon Fantasy RPG, click here.

    Welcome back to our series of conversions of Pathfinder’s Iconic Characters to GURPS Dungeon Fantasy! This is the fourth post in the series. Previous entriers can be found here:

    Today’s template is the Druid, which means today’s star is Lini. Here she is:

    By Wayne Reynolds, Copyright 2008 Paizo Publishing

    You can find her full bio here, and her original Pathfinder stats here. From looking at these, we see the following:

    • Lini is a Golarion gnome, which is different from the Dungeon Fantasy gnome.

    • She is a druid and hails from the Land of the Linnorm Kings, home of the Not-Vikings. She was always good with animals, and left the place shortly after meeting her snow leopard animal companion.

    • She wields a sickle and a sling, but prefers to send her animal companion to fight for her. Her magic is more or less even mix of terrain-affecting, support and attack spells. She is also described as having a knack for handling animals, particularly large mammals.

    Template-wise, the default Druid will be appropriate here, as Pathfinder druids draw their power directly from nature. The biggest difficulty will be Lini’s racial template, as gnomes from Golarion (Pathfinder’s setting) are different from those presented in DF. So the first order of business here is creating a racial template for the Golarion Gnome.

    From the point of view of Dungeon Fantasy, the gnomes of Golarion are more like slightly larger leprechauns than the gadget-oriented folk you see in DF 3. They’re about the size of halflings, and while the original system does give them a small bonus to crafting skills, their innate magic and faerie heritage are more emphasized. I also want to keep the template cost at or under 20 points, since that’s what DF gnomes cost. Putting all of that together we have something like this:

    Golarion Gnomes (0 points)

    Attribute Modifiers: ST-3 {-30}; HT+2 {20}.

    Secondary Characteristic Modifiers: SM -2; HP+1 {2}; Will+1 {5}; Per +1 {5}; Basic Move -1 {-5}.

    Advantages: Magery 0 {5}; Night Vision 5 {5};

    Perks: Leprechaun Charms (x3)1 {3}

    Disadvantages: Impulsiveness (12) {-10}

    And now that we have all we need, here’s today’s character! Her spell repertoire is a bit lighter on direct buffs than in Pathfinder, but still strikes the same balance.

    Lini, Gnome Druid

    ST 8 {10}2; DX 12 {40}; IQ 15 {100}; HT 13 {10}2

    Damage 1d-3/1d-2; BL 6.4kg; HP 92; Will 162; Per 162; FP 13; Basic Speed 6.00 {-5}; Basic Move 52.

    Advantages

    • Animal Friend 2 {10}
    • Druidic Ally: Snow Leopard (as Panther in DF 5 p. 7, available on 15 or less) {18}
    • Golarion Gnome {0} (Charms: Light, Sound and Apportation)
    • Green Thumb 1 {5}
    • Power Investiture (Druidic) 4 {40}

    Disadvantages

    • Chummy {-5}
    • Curious (12) {-5}
    • Impulsiveness (12) {0}2
    • Odious Personal Habit (“Dirty Hippy”) {-5}
    • Sense of Duty (Adventuring Companions) {-5}
    • Vow (Never Sleep Indoors) {-10}
    • Weirdness Magnet {-15}

    Skills

    • Animal Handling (Big Cats) (A) IQ+1 {1}3 - 16
    • Axe/Mace (A) DX+2 {8}- 14
    • Camouflage (E) IQ {1} - 15
    • Climbing (A) DX {2} - 12
    • Diagnosis (H) IQ-2 {1} - 13
    • Disguise (Animals) (A) IQ-1 {1} - 14
    • Esoteric Medicine (Druidic) (H) Per {4} - 16
    • First Aid (E) IQ {1} - 15
    • Herb Lore (VH) IQ {4}4 - 15
    • Hidden Lore (Faeries) (A) IQ-1 {1} - 14
    • Hidden Lore (Nature Spirits) (A) IQ-1 {1} - 14
    • Hiking (A) HT-1 {1} - 12
    • Mimicry (Animal Sounds) (H) IQ-2 {1} - 13
    • Naturalist (H) IQ {2}4 - 15
    • Observation (A) Per-1 {1} - 15
    • Pharmacy (Herbal) (H) IQ-2 {1} - 13
    • Riding (Big Cat) (A) DX-1 {1} - 11
    • Religious Ritual (Druidic) (H) IQ-2 {1} - 13
    • Shield (E) DX+2 {4} - 14
    • Sling (H) DX {4} - 12
    • Stealth (A) DX {2} - 12
    • Survival (Forest) (A) Per-1 {1} - 15
    • Theology (Druidic) (H) IQ-2 {1} - 13
    • Veterinary (H) IQ-2 {1} - 13
    • Weather Sense (A) IQ-1 {1} - 14

    Spells

    • Beast Soother (H) IQ+2 {1} - 17
    • Beast Speech (H) IQ+2 {1} - 17
    • Beast-Rouser (H) IQ+2 {1} - 17
    • Cure Disease (H) IQ+2 {1} - 17
    • Frostbite (H) IQ+2 {1} - 17
    • Hail (H) IQ+2 {1} - 17
    • Instant Neutralize Poison (VH) IQ+2 {1} - 16
    • Lightning (H) IQ+2 {1} - 17
    • Mammal Control (H) IQ+2 {1} - 17
    • Master (H) IQ+2 {1} - 17
    • Pathfinder (H) IQ+2 {1} - 17
    • Plant Growth (H) IQ+2 {1} - 17
    • Protect Animal (H) IQ+2 {1} - 17
    • Recover Energy (H) IQ+2 {1} - 17
    • Resist Cold (H) IQ+2 {1} - 17
    • Resist Lightning (H) IQ+2 {1} - 17
    • Seek Food (H) IQ+2 {1} - 17
    • Shape Plant (H) IQ+2 {1} - 17
    • Tangle Growth (H) IQ+2 {1} - 17
    • Walk Through Plants (H) IQ+2 {1} - 17

    Equipment

    $223.0, 4.5kg. No encumbrance!

    • Enchanted Ordinary Clothes [Torso, Limbs]: DR 1*. $50, 0.2kg.
    • Faerie Sickle [Belt or Back]: As small axe. Damage sw cut. $40, 0.66kg.
    • Small Shield [Torso]: DB 1. $16, 1.33kg.
    • Sling [Torso]: Acc 0; Range 24/80; sw-2 pi; $6, 0.1kg.
    • Small Pouch [Torso]: Holds 0.5kg. $3, neg.
    • 10 x Sling Bullets [Pouch]: $1, 0.25kg.
    • Backpack, Small [Torso]: Holds 7kg of gear. $20, 0.5kg.
    • Glow Vial x2 [Backpack]: Sheds light in a 1m radius for 12 hours. $60, 0.5kg.
    • Wineskin [Backpack]: Holds 4L of liquid. $10, 0.13kg.
    • Blanket [Backpack]: $7, 0.33kg
    • 2 x Rations [Backpack]: $10, 0.5kg.
    1. See DF 3, p. 9. Typically used for Light, Sound, and Apportation. Changing this selection requires GM approval. 

    2. Part of or modified by Golarion Gnome racial template.  2 3 4 5 6 7

    3. Includes +2 from Animal Friend. 

    4. Includes +1 from Green Thumb  2

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