Trinsic Tales:Luna

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Luna's Roll20 Token

Character Information

Character of Trinsic Tales: Hell's Bells played July 18, 2014 to --

Name Player Race Height/Weight Hair/Eyes Class
Luna Zaniel Human 5' 02"/110 lbs. Purple/Black
  • Level 13 Shaman

(0 / 12,000) - 00.00%


Size Gender Age Skin Alignment/Allegiance Deity
Medium Female 20 yrs. Pale Chaotic Good Uknown
Stats Saves Attacks Misc. Languages
STR 16 +3 INT 14 +2
DEX 16 +3 WIS 20 +5
CON 16 +3 CHA 16 +3
Fort +10
Ref +10
Will +16
Melee +14/+9

1d10+4 (+4)


Missile +12/+7

1d8+6


Grapple +12
Speed 40ft.
Initiative +11
Armor Class 21(+2,+4)
Hit Points 108/95
  • Aquan
  • Auran
  • Common
  • Ignan
  • Terran
Feats Class Features Racial Features


Skill Tricks:

  • Medium size
  • Base speed: 30ft.
  • 1 extra feat at first level
  • 4 extra skill points at first level
  • 1 extra skill point per level

  • 7 Skill points per level
  • Next Feat: Level 15

Active Abilities:

  • Alter Self
  • Arcane Sight
  • Damage Reduction 1/- (10/10)
  • Detect Spirits
  • Minor Shapeshift: Vigor
  • Speak With Animals
  • Spirit Sight
  • Pass without Trace
  • Unseen Servant


Skills

Skill Name Bonus Skill Name Bonus Skill Name Bonus
Appraise +2 Hide +10 Open Lock +3
Balance +3 Intimidate +4 Perform +2
Bluff +17 Jump +3 Profession +5
Climb +3 Know (Arcana) +7 Ride +5
Concentration +18 Know (Arch. & Eng.) +2 Search +2
Craft +2 Know (Dungeoneering) +2 Sense Motive +5
Decipher Script +2 Know (Geography) +2 Sleight Of Hand +5
Diplomacy +19 Know (History) +2 Spellcraft +10
Disable Device +2 Know (Local) +2 Spot +7
Disguise +20 Know (Nature) +2 Survival +5
Escape Artist +3 Know (Nob. & Royal.) +2 Swim +3
Forgery +2 Know (The Planes) +2 Tumble +3
Gather Information +2 Know (Religion) +7 Use Magic Device +4
Handle Animal +15 Listen +5 Use Rope +3*
Heal +6 Move Silently +4    
[*] Situational Modifiers may apply. View source for more information.

Spells Known

Level 0 Level 1 Level 2 Level 3

Item Spell:


Item Spells:


Domain Spells:


Item Spell:


Domain Spell:


Item Spell:


Domain Spell:


Level 4 Level 5 Level 6 Level 7

Domain Spell:


Domain Spell:


Domain Spell:


Domain Spell:


  • Regeneration
  • Summon Nature’s Ally VII
    • Remaining: 2/2


  • Spell DC = 10 + 4 (WIS) + Spell Level

Item Abilities

Item Ability Charges
Belt of Battle (1) Move Action (2) Standard Action (3) Full-Round Action 3/3
Bracers of Arcane Freedon Still Spell 2/2
Helm of Righteous War See the unseen for 10ft; Can't be flanked 5/5
Ring of Four Winds +2 AC or Feather Fall 4/4
Third Eye Clarity Negate Confusion, Daze, Facinated or Stun 1/1
Vanisher Cloak (1) Self/4 rounds (2) Two/3 Rounds (3) Four/2 Rounds 3/3
Wand of Cure Light Wounds Heals 1d8+5 186


Inventory

  • 6,165 GP 8 SP 0 CP
Item Location Qty
Arrows Quiver, Haversack 100

Ammunition - Hardness: 5 Size: Medium


  • An arrow used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (1d4)(critical multiplier ×2). Arrows come in a leather quiver that holds 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Animal Feed, Bird Haversack 40

This mixture of seed and dead insects is suitable food for small birds such as ravens, crows, and chickens. Birds of prey such as falcons, hawks, and owls can also sustain themselves on bird feed, though they typically require at least two servings per day. Larger avian creatures such as axe beaks and griffons require larger portions of meat, and cannot survive on bird feed alone.

Auran Mask Haversack 1

This mask fits over the character's nose and mouth. The bulk of the item is a cloth packet holding a porous, sponge-like substance. It requires a move action to put on or remove, and once a single breath is taken through the mask, its benefits last for only 1 hour (or less if taken underwater).
A creature wearing an auran mask receives a +5 circumstance bonus on Fortitude saves against inhaled toxins. In addition, the wearer can breathe underwater as if under the effect of a water breathing spell, though immersing the auran mask in water reduces its remaining duration to 10 minutes (or less, if less than 10 minutes remain).

Bedroll Haversack 1

You never know where you're going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.

Bell Haversack 4

Makes noise when shaken.

Belt of Battle Waist 1

A belt of battle helps you avoid being caught off guard in combat and allows occasional bursts of extra activity. While worn, it grants you a +2 competence bonus on initiative checks. This is a continuous effect and requires no activation.
In addition, a belt of battle has 3 charges, which are renewed each day at dawn. Each time you activate the belt, one of the black pearls set into its buckle turns white. The pearls return to normal when the ring’s charges renew. Spending 1 or more charges grants you an extra action, which must be taken immediately (before you take any other action).
1 charge: 1 move action.
2 charges: 1 standard action.
3 charges: 1 full-round action.

Belt Pouch Belt 6

Attached to belt. Retreiving an item stored in them is a move action.

Blanket, Winter Haversack 1

Woolen Blanket

Blessed Bandage Haversack 10

Applying a blessed bandage immediately stabilizes the recipient (but heals no damage).

Bracers of Arcane Freedon Wrists 1

Bracers of arcane freedom allow you to cast arcane spells without the normal complex gestures required. When you activate these bracers, you omit the somatic component of the next arcane spell you cast before the end of your turn (as if applying the Still Spell feat to it, but without altering the spell’s level or casting time).
This effect functions two times per day.

Bucket Haversack 1

2 Gallon Bucket

Cage, Tiny Creature Haversack 2

This secure, portable enclosure is used to hold creatures—generally animals, but a large enough cage can hold anything. Cages are made from iron, wood, or bamboo, depending on local customs and available materials. One cage holds one animal of that size, or five animals of a smaller size. The weight of the creature adds to the weight of the cage. Cages come in the following sizes: Diminutive or Fine, Tiny, Small, Medium, Large, and Huge.

Candle, Insectbane Haversack 20

This heavily scented candle smells pleasant to humans and humanoids but is repellent to insects. Nonmonstrous vermin will not approach within a 5-foot radius of a burning candle. It burns for 1 hour.

Chalk Haversack 100

Write stuff on stuff.

Darkwood Feycraft Tower Shield Haversack 2

This massive wooden shield is nearly as tall as you are. In most situations, it provides the indicated shield bonus to your AC. However, you can instead use it as total cover, though you must give up your attacks to do so. The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. You cannot bash with a tower shield, nor can you use your shield hand for anything else.
When employing a tower shield in combat, you take a –2 penalty on attack rolls because of the shield’s encumbrance.

Defoliator Haversack 1

This vile liquid has a muddy brown hue and smells of rotten plant life. You can throw a flask of defoliator as a grenadelike weapon. On a direct hit, it deals 2d4 points of damage to plant creatures and kills normal plants of Medium-size or smaller. The splash damage from defoliator deals 1 point of damage to plant creatures and kills normal plants that are smaller than Medium-size. The damage is not limited to living plants: wooden objects such as doors and wooden weapons also take damage from defoliator, though their hardness applies.

Earplugs Haversack 1

+1 circumstance bonus on saves against deafness and sonic attacks.

Ephod of authority Torso 1

While wearing an ephod of authority, your effective cleric level is treated as one higher than your actual level for the purpose of turning (but not rebuking or commanding) undead.

Expandable Pole Haversack 3

This sturdy but hollow bamboo rod is 1 foot long and capped at each end. By removing the caps, the user can slide out up to five additional sections from each tip. When extended and rotated into “locked” position (a move-equivalent action), each of these sections adds 1 foot to the total length of the rod. Since each end can produce the same number of extensions, the pole can be set at any 1-foot increment up to 11 feet. The usual settings are 5 feet, 7 feet, 9 feet, and 11 feet. Collapsing the pole back to its original 1-foot length requires twisting each section to unlock it, then sliding it back inside the next larger piece (a move-equivalent action).

Fishook Haversack 10

Used to catch fish or other mundane tasks.

Flint and Steel Haversack 1

Used to start fires.

Floatation Bladder Haversack 1

This item, used to aid in swimming, consists of two sealed, oiled leather sacks attached with a piece of rope. Each sack can be infl ated by blowing air into it through a small metal valve as a full-round action. Once inflated and placed under the arms, a flotation bladder grants a +4 bonus on Swim checks to rise to the surface or remain at the surface. The bladder also imposes a –4 penalty on Swim checks to descend deeper into the water. Additional bladders do not grant further bonuses on Swim checks, but the penalties stack.

Flour, Pouch Haversack 10

This deceptively simple burlap satchel of flour is tied loosely on purpose. While it could be used to bake a loaf of bread on a particularly long expedition, its true purpose is to locate invisible opponents. You can attempt to strike an invisible opponent with a flour pouch as a touch attack. You still must pinpoint the target or choose a space to attack into, and the normal miss chance for total concealment applies. If you hit the target, the pouch bursts open, spilling white flour over a portion of the invisible creature. You can also throw a flour pouch as a splash weapon; any invisible creature standing in the space struck is covered in fl our, as are all other creatures within 5 feet.
Coating an invisible creature in flour lets you keep track of its position and reduces the miss chance to 20% (instead of the normal 50% for total concealment). While an invisible creature is coated in flour, its bonus on Hide checks is reduced to +10 if the creature is moving, or to +20 if it is not moving (PH 76). If the creature moves through water, is subjected to a gust of wind, or spends a full-round action brushing the fl our off, all the fl our is removed from its body.

Haversack Back 1

A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

Helm of Righteous War Head 1

The helm of righteous war grants you a +2 insight bonus on initiative checks and Spot checks.
As a swift action, you can sacrifice one daily turn or rebuke undead attempt; this pinpoints the current locations of all enemies within 10 feet of you (even if invisible). You also become immune to being flanked until the start of your next turn. This ability can be activated five times per day.
The helm of righteous war is part of a set known collectively as regalia of righteous war, which also includes the bastion of righteous war (page 136) and the blade of righteous war (page 137). When you use all three together, you gain additional abilities as noted in the description of the bastion of righteous war.
The holy symbol pictured on the helm always matches the deity worshiped by the wearer (if any).

Ki Straps Hands 1

When wrapped around both hands, these straps grant a +2 enhancement bonus to the DC of your Stunning Fist attack (or any other effect gained by expending daily uses of that feat).

Liquid Sunlight Neck, Haversack 5

Shining with the light of a torch, a pellet of liquid sunlight is a half-inch-diameter sphere of glass that contains a gold-colored liquid. The pellet can be thrown as a ranged attack with a range increment of 5 feet. Alternatively, it can be loaded into a sling and used as a sling bullet. When it strikes a firm surface, it bursts and sprays out the liquid within. The liquid continues to glow with the light of a torch for 1 round after exposure to the air. Creatures with light sensitivity are dazzled for 1 round if struck by a liquid sunlight pellet. The pellet deals 1d6 points of damage to a vampire, vampire spawn, or any other creature similarly harmed by daylight.

Marbles Haversack 5

About two dozen assorted glass, flawed rock crystal, or clay spheres in a leather pouch. They are commonly used as toys but are also useful for checking the slope in a dungeon corridor (just set one down and see which way it rolls), or as a nondamaging alternative to caltrops. One bag covers an area 5 feet square. Creatures moving through or fighting in the area must make Balance checks (DC 15). A creature that fails is unable to move for 1 round (or may fall; see the Balance skill description in the Player’s Handbook).

Mithral Shirt Body 1

Enhancement Bonus: +1


This extremely light chain shirt is made of very fine mithral links. Speed while wearing a mithral shirt is 30 feet for Medium creatures, or 20 feet for Small. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor and weighs 10 pounds.


Blurring Enchantment: When you activate this armor, your appearance becomes distorted and hazy, as if you were affected by a blur spell. The blurring property functions three times per day, and the effect lasts for 5 rounds.


Iron Ward Diamond, Lesser: This augment crystal grants you damage reduction 1/—. This damage reduction stacks with similar damage reduction granted by any other source. Once the clasp has prevented a total of 10 points of damage, it becomes inert until the following day.


Crystal of Adaptation, Least: This augment crystal protects you from temperature extremes as an endure elements spell. (Only attached when needed outside of combat.)


Muffling Enhancement: Fine strips of felt or velvet are placed at each joint of the armor, and cotton thread is wound around the links to prevent clanking. Muffling grants the wearer a +2 circumstance bonus on Move Silently checks.


Sanctified: While most clerics adorn their equipment with images associated with their faith, sanctified armor is actually engraved with the holy or unholy symbol of a religion. This modification makes the armor a legitimate divine focus for divine spellcasters of that faith. Normally, a divine focus does not have to be in hand to cast a spell, so a sanctified shield is a matter of personal style for clerics who prefer a shield to an amulet. Of course, a sanctified shield can be useful as a backup in case your primary focus is lost or damaged.

Mirror Haversack 1

Used to see reflections or around corners

Mucus, Aboleth Haversack 2

An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Occasionally this substance finds its way into marketplaces. Glass vials of the mucus can be thrown as grenadelike weapons. Any creature coming into contact with or inhaling this substance must succeed on a Fortitude save (DC 19) or lose the ability to breathe air for the next 3 hours. There is no splash effect for aboleth mucus.

Mundane Crystal Gauntlets Hands 2

This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets.


Enhancement Bonus: +1


Added Ability: Each undead creature within 30 feet of you while you hold this weapon is treated as if it had 4 fewer Hit Dice (minimum 1 HD) for the purpose of turn or rebuke undead checks. (One Only)


Eager Enchantment: An eager weapon can be drawn as a free action. While wielding it, you gain a +2 bonus on initiative checks and a +2 bonus on damage rolls made during a surprise round and the first round of combat.

Mundane Crystal Composite Longbow Haversack 1

You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). --- Strength Rating: +3

Needle Haversack 2

Sharp thin piece of metal used to sew cloth.

Quarterstaff Haversack 1

A quarterstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a quarterstaff in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
The quarterstaff is a special monk weapon. This designation gives a monk wielding a quarterstaff special options

Reliquary Holy Symbol Neck 1

As the repository of a tiny fragment of a long-dead high priest of a particular deity, a reliquary holy symbol functions just like any other holy symbol. In addition, for each of the following prerequisites that you meet, the holy symbol grants you one additional daily use of your turn or rebuke undead ability. 1) At least 5 ranks in Knowledge (religion) 2) Improved Turning feat 3) At least one divine feat.
Each reliquary holy symbol is crafted for a specific deity and is only useful to characters dedicated to that deity (or in the case of a character who isn’t devoted to a specific deity, whose alignment matches that of the deity). For example, a reliquary holy symbol of Heironeous can be used by any cleric of Heironeous, or by any lawful good character.

Ring of Four Winds Finger 1

When you activate a ring of the four winds, it creates gusts of wind that grant you a +2 deflection bonus to AC against a single attack.
Alternatively, you can activate it to use a feather fall effect on yourself.
This ring functions a total of four times per day.

Ring of Spell-Battle Finger 1

A ring of spell-battle informs you of all spellcasting that occurs within 60 feet of you, as well as allowing you to attempt a Spellcraft check (DC 15 + spell level) to identify the spell being cast (even if you can’t see its casting or effect). This is a continuous effect and requires no activation.
Once per day, when you succeed in identifying a spell in this manner, you can activate the ring to counterspell that spell as if with dispel magic, or change the target of the spell to any target within 60 feet of you. If you choose an illegal target (because of the spell’s range limitation or other restrictions), the spell functions normally and the effect is wasted.

Rubber Ball Haversack 3

A bouncing rubber ball can give you an idea of what lies down a corridor. Simply throw the ball at a space or grid intersection as you would throw a splash weapon, though with a range increment of 30 feet. No matter where the ball lands, it bounces directly away from you, traveling half the distance it was first thrown. Then it lands and bounces again, covering half the distance of the previous bounce. The ball continues in this manner until it makes a bounce that would be less than 5 feet in length, at which time it stops bouncing and begins rolling. If the ball strikes a solid object, it reverses direction and continues rolling.
Thus, you can throw a rubber ball down a corridor to see whether or not it hits a wall and returns to you. Either way, you learn something about the length of the hallway. When you throw the ball, you can also listen carefully for other cues, especially if the ball does not return. For example, if you hear a splash, you know that a liquid obstacle lies ahead.

Sack Haversack 10

Canvas bag that can hold a sack full of stuff

Sandals of the Light Step Feet 1

Wearing a pair of sandals of the light step provides you with a +10-foot enhancement bonus to your base land speed, and you can ignore any extra movement costs for diffi cult terrain (PH 148). You also leave no tracks, as if affected by pass without trace.
When you activate these sandals, you gain the benefit of a water walk spell for 60 minutes. You can share this effect with up to five allies adjacent to you when you activate the sandals, though doing this reduces the overall duration accordingly. For example, if you share the effect with one other person, the duration is 30 minutes apiece; if you share it with 5 other people, the duration is 10 minutes apiece. This ability functions once per day.

Shovel Haversack 1

Small shovel used to dig holes.

Silk Rope, 50 ft Haversack 2

This rope has 4 hit points and can be burst with a DC 24 Strength check. It is so supple that it provides a +2 circumstance bonus on Use Rope checks.

Sling Haversack 1

Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity.
You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a -1 penalty on attack rolls.

Soap Haversack 1

Clean yourself or your clothing. Or slick surfaces.

Spellcraft Component Pouch Haversack 1

Contains Components and focuses for casting spells.

Tarpaullin, Honey Leather Haversack 1

Honey leather is a light canvas used as protection against rain and dampness. It gets its name from its golden color and its texture, which resembles soft, cured leather. Elves, raptorans, and halflings use honey leather for tents and to protect camping gear. It snags and tears easily, so honey leather isn’t much good outside camp. It is, however, waterproof thanks to the alchemical treatment that gives it its color and texture.
A character equipped with a honey leather tarpaulin big enough to drape over his body gains a +1 circumstance bonus on Survival checks made to resist the effect of severe weather. If the character is stationary, the bonus increases to +2. A tarpaulin ranges in size from 3 feet square (for Small or Medium characters) to 6 feet square (for Medium or Large characters).
A tent made of honey leather provides a +4 bonus on Survival checks for anyone inside. The cost of all such tents include poles and stakes. A small pup tent (roomy enough for one Small character to lie down with his gear) is 2 feet wide by 4 feet long. A medium pup tent (roomy enough for one Medium character and gear) is 3 feet by 7 feet. Pup tents are as tall as they are wide. A square tent 10 feet wide is big enough for a party of four Small or Medium characters. A square tent 20 feet wide is big enough for a party of eight Small or Medium characters or four Large characters. Square tents are half as tall as they are wide.

Tent, one-person Haversack 1

Small tent made for one person.

Third Eye Clarity Face 1

You can activate this crystal to negate any one of the following conditions affecting you: confused, dazed, fascinated, or stunned.
You can activate the eye in response to an effect that would impose one of these conditions (for instance, after failing your save against a monk’s Stunning Fist attack but before the stun takes effect). This ability functions once per day.

Thread, Spool Haversack 10

Used with a needle to sew clothes

Trail Rations Haversack 14

Beef Jerky, Trail Mix, Dried Fruit.

Vanisher Cloak Shoulders 1

A vanisher cloak allows you and nearby allies to briefl y disappear from sight. A cloak has 3 charges, which are renewed each day at dawn. Spending 1 or more charges turns you (and perhaps one or more allies) invisible, as the invisibility spell, for 1 or more rounds.
1 charge: You become invisible for 4 rounds.
2 charges: You and one adjacent ally become invisible for 3 rounds.
3 charges: You and up to three adjacent allies become invisible for 2 rounds.

Waterskin Haversack 3

Holds Water

Wand of Cure Light Wounds Haversack 4

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Wick, Candle, 50 ft Haversack 1

This is treated wick for creating candles. In addition, it can be used as a timing device or fuse. One inch of wick burns in 30 seconds.

Whistle, Signal Neck 1

Makes noise if blown into


Huginn

Name Type Gender Size Appearance Hit Dice
Huginn Raven Male Tiny Black 10d8
Stats Saves Attacks Misc. Tricks
STR 1 -5 INT 2 -4
DEX 19 +4 WIS 14 +2
CON 10 +0 CHA 6 -2
Fort +9
Ref +11
Will +5
Melee +12
Missile +12
Grapple -13
Space 2.5
Reach 0
Speed Fly 40 ft. (Avg)/10ft.
Initiative +4
Armor Class 24
Hit Points 50
  • Attack
  • Calm
  • Come/Down/Heel
  • Distract
  • Fetch
  • Flush Out
  • Mark
  • Seek
  • Stay
  • Throw
  • Warning
Feats Combat Actions Special Qualities and Abilities

Attack:

  • Claws +4 melee (1d2–5)

Full Attack:

  • Claws +4 melee (1d2–5)


Skills

Skill Name Bonus Skill Name Bonus Skill Name Bonus
Appraise -4 Hide +4 Open Lock +4
Balance +4 Intimidate -2 Perform -2
Bluff -2 Jump -4 Profession +2
Climb -9 Know (Arcana) -4 Ride +4
Concentration +0 Know (Arch. & Eng.) -4 Search -4
Craft -4 Know (Dungeoneering) -4 Sense Motive +2
Decipher Script -4 Know (Geography) -4 Sleight Of Hand +4
Diplomacy -2 Know (History) -4 Spellcraft -4
Disable Device -4 Know (Local) -4 Spot +14
Disguise -2 Know (Nature) -4 Survival +2
Escape Artist +4 Know (Nob. & Royal.) -4 Swim -4
Forgery -4 Know (The Planes) -4 Tumble +4
Gather Information -2 Know (Religion) -4 Use Magic Device -2
Handle Animal -2 Listen +8 Use Rope +4
Heal +2 Move Silently +4    


Muninn

Name Type Gender Size Appearance Hit Dice
Muninn Raven Female Tiny Black 10d8
Stats Saves Attacks Misc. Tricks
STR 1 -5 INT 2 -4
DEX 19 +4 WIS 14 +2
CON 10 +0 CHA 6 -2
Fort +9
Ref +11
Will +5
Melee +12
Missile +12
Grapple -13
Space 2.5
Reach 0
Speed Fly 40 ft. (Avg)/10ft.
Initiative +4
Armor Class 24
Hit Points 45
  • Attack
  • Calm
  • Come/Down/Heel
  • Distract
  • Fetch
  • Flush Out
  • Heel
  • Mark
  • Stay
  • Throw
  • Warning
Feats Combat Actions Special Qualities and Abilities

Attack:

  • Claws +4 melee (1d2–5)

Full Attack:

  • Claws +4 melee (1d2–5)


Skills

Skill Name Bonus Skill Name Bonus Skill Name Bonus
Appraise -4 Hide +4 Open Lock +4
Balance +4 Intimidate -2 Perform -2
Bluff -2 Jump -4 Profession +2
Climb -9 Know (Arcana) -4 Ride +4
Concentration +0 Know (Arch. & Eng.) -4 Search -4
Craft -4 Know (Dungeoneering) -4 Sense Motive +2
Decipher Script -4 Know (Geography) -4 Sleight Of Hand +4
Diplomacy -2 Know (History) -4 Spellcraft -4
Disable Device -4 Know (Local) -4 Spot +14
Disguise -2 Know (Nature) -4 Survival +2
Escape Artist +4 Know (Nob. & Royal.) -4 Swim -4
Forgery -4 Know (The Planes) -4 Tumble +4
Gather Information -2 Know (Religion) -4 Use Magic Device -2
Handle Animal -2 Listen +8 Use Rope +4
Heal +2 Move Silently +4