Female Gnome Druid (1)
CN Small Humanoid
Fort: 2 Reflex: 0 Will: 2
Melee +3 Ranged +1
Animal Companion: Pony
Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain spell-like abilities.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses: Gnomes receive a +2 bonus on Perception skill checks.
Low-Light Vision: You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Nature Sense: You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Orisons: You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Wild Empathy: You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
Strength: 14 (+2) Dexterity: 11 (0) Constitution: 11 (0) Intelligence: 16 (+3) Wisdom : 10 (0) Charisma : 10 (0)
Acrobatic: You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill
Armor Proficiency (Light): When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks
Armor Proficiency (Medium): When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Shield Proficiency: When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skill
Acrobatics (+2), Jump (-2), Appraise (+3), Climb (+2), Craft Traps (+9), Craft (Untrained) (+3), Fly (+4), Handle Animal (+4), Heal (+4), Knowledge (Engineering) (+4), Knowledge (Nature) (+9), Perception (+2), Stealth (+5), Survival (+6), Swim (+2)
Common, Draconic, Druidic, Dwarven, Elven, Gnome, Sylvan
Spontaneous Casting: You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower