Cirilli Solirion Santiar
HP 136 19d6 +57
Init. +7 +4 feat
Base A. Bonus +9
Melee Attack +8
Ranged Attack +14
Maneuvers +6
Armor Class +22
Touch AC +7
Flat-footed +18
Maneuvers +8

ABILITY trait mod
Strength 5 –3
Dexterity 12 (16) +1 (+3)
Constitution 16 +3
Intelligence 14 (16) +2 (+3)
Wisdom 10 +0
Charisma 241 (30) +7 (+10)
(+3 on Charisma-based rolls)
(+2 on all ability checks)
Fortitude +16
Reflex +16
Will +18
SKILL Roll Calculating
Appraise +9 Int 3 +rank 1 +class 3 +luck 1
+competence 1
Bluff +31 Cha 10 +rank 14 +class 3 +luck 1
+competence 3
Craft (Alchemy) +13 Int 3 +rank 1 +class 3 +race 2 +luck 1
+competence 1
+circumstance 2
Diplomacy +35 Cha 10 +rank 19 +luck 1
+competence 3
+circumstance 2
Disguise +16 Cha 10 +luck 1
+competence 3
+circumstance 2
Fly +11 Dex 3 +rank 1 +class 3 +size 2 +luck 1
+competence 1
Handle Animal +15 Cha 10 +rank 1 +luck 1
+competence 3
Intimidate +18 Cha 10 +rank 5 +class 3 size –4 +luck 1
+competence 3
Linguistics +9 Int 3 +rank 4 +luck 1
+competence 1
Perception +16 Wis 0 +rank 7 +race 2 +luck 1
+competence 5
Ride +6 Dex 3 +rank 1 +luck 1
+competence 1
Sense Motive +21 Wis 0 +"rank" 19 +luck 1
+competence 1
Spellcraft +13 Int 3 +rank 5 +class 3 +luck 1
+competence 1
Stealth +11 Dex 3 +rank 1 +size 4 +luck 1
+competence 1
Use Magic Device +18 Cha 10 +rank 1 +class 3 +luck 1
+competence 3
KNOWLEDGE Roll Calculating
Arcana +11 Int 3 +rank 3 +class 3 +luck 1
+competence 1
Dungeons +6 Int 3 +rank 1 +luck 1
+competence 1
Geography +6 Int 3 +rank 1 +luck 1
+competence 1
Local +8 Int 3 +rank 3 +luck 1
+competence 1
Mythos2 +10 Int 3 +rank 5 +luck 1
+competence 1
Nature +21 Int 3 +rank 12 +class 3 +luck 1
+competence 1
Planes +10 Int 3 +rank 5 +luck 1
+competence 1
Psionics +6 Int 3 +rank 1 +luck 1
+competence 1
Religion +6 Int 3 +rank 1 +luck 1
+competence 1
PERFORM Roll Calculating
Dance +15 Cha 10 +rank 1 +luck 1
+competence 3
Oratory +15 Cha 10 +rank 1 +luck 1
+competence 3

(+4 to Handle Animal when instructing Wilkins)
(+2 to [Knowledge (local), Diplomacy & Bluff] for using info
or gathering info in Sharn, if has used blue book
(+2 on Ride to stay in the saddle)

Nature: Player Character
Player: Tore Schade Svenningsson
User: Mr SiwekMr Siwek

Race: Gnome
Origins: Zilargo
Residence: Little Plains

Class: Sorcerer 19
Bloodline: Sylvan (Wildblooded Fey)
Alignment: True Neutral

Religion: Green Faith, specifically a Greensinger. Leader of the Cèilidh Ring.



Gender: Male
Age: 56 years old (comparable to a 20 y.o. human)
Hair: Sandy blond, slightly tussled and parted on the side
Eyes: Bright blue, wide open
Height: 3' 6" and ¾" (ca. 108.6 cm)
Weight: 39 pounds (ca. 17.7 kg)
Body: Thin & somewhat frail-looking.

●Cirilli wears a dark purple robe covered by an intricate knotwork of golden vines with silver thorns. A few flowers, made of gold and silver thread and variously colored gemstones, are also embroidered onto the robe. Every so often waves of green or purple fire race along the golden vines. The unnatural lights and fires increase in intensity when Cirilli get's exited, but lessen when he's stressed or distracted.
●His hat is just shy of a foot in height (though enough to make Cirilli measure 4'6" in total) and dark purple-blue in color. It's speckled with tiny dots of white light and has spiraly patterns of purple, blue, pink, white and teal swirling slowly around it (think galaxies on a starry night sky). The tip of the hat is occasionally topped by a small blue flame.
●Orbiting the eccentric pointy-hat is a pale green hexagonal prism and a flaming crystal sphere. They travel at varying speeds and length from the hat, and change both course and velocity whenever they're about to impact something.
●He wears a pair of delicate-looking, gold-rimmed, blue-tinted spectacles.
●Anyone with magical senses, can see that Cirilli is covered in several magical auras. He's covered in a field of faint illusion magic, the hat is mainly moderate transmutation, his glasses holds an aura of faint divination, and the intricate robe gives off an aura of moderate necromancy.
●Alternately he can shift his clothes into a set of very plain travelling or working clothes, both accompanied by a short dark red felt hat, that he uses when "slumming it" or otherwise trying to be low-key. The magical auras remain.

Other traits:
●Cheerful demeanor.
●Always impeccably clean.
●Smells faintly of wildflowers.

Languages: Common, Gnomish, Sylvan, Elven, Goblinoid, Orcish, Aklo, Syranian, Giant, Tongues, Comprehend Languages.


Father: Zanaek Solirion Santiar (Alchemist, produces fireworks)
Mother: Emmi Solirion3 Santiar (Herbalist, PhD, and hobby gardener)
Has four siblings.

Cirilli grew up in a friendly small town in Zilargo. His first meeting with death was when his fox friend, Miles, died at an age of 13 years (Cirilli was also 13).

His sorcerous abilities first manifested after he had started studying to be an alchemist. For the most part this consisted of random illusory sounds and minor, clearly fake, items, and as such went pretty smoothly given how gnome society works. After finishing his degree in Alchemy he joined a group of traveling entertainers. As part of this traveling troupe he practiced illusions to add effects to the shows. They spent a few years traveling Zilargo and Breland, trying to keep spirits up in spite of the harshness of war. Cirilli met and adopted a young Wilkins during this time. After the war ended the group went their seperate ways, with Cirilli (and Wilkins) going to Sharn (after a lengthy family visit) to seek employment at one of the more prestigious theaters there.

When he's not off somewhere causing chaos, Cirilli is the star of a small, recently refurnished, theater in the Torchfire distric of Lower Menthis, where he both acts and provides stage effects by way of illusions, often both at the same time. Work time varies videly from week to week, as he's often busy or out of town on presumably important business. The theater has a reasonably wide selection of plays, but Cirilli mostly stars in comedies, or plays with strong comedic elements, though exceptions do occur.

He occasionally visits the temple of Boldrei when important neighborhood stuff is going on, but his faith is firmly placed in the Green. He considers himself a Greensinger, though the practical application of his faith might sometimes appear closer to that of the Wardens of the Wood, particularly in terms of rituals, given his urban lifestyle. In other respects the typical Greensinger individualism and eccentricities shine through, like his choice of clothing. He leads a druidic circle in Skysedge Park, where many of it's members also live. In addition to organizing the druidic rites, according to the seasons, Cirilli also runs a bi-weekly discussion group, open to all members of the public (though not many folks outside the circle know about it), where people discuss matters of spirituality, particularly things like how unspoiled nature and civilization need not be opposites.

● Live an interesting and exciting life
● Visit the Faerie Courts of Thelanis

● Attention
● Music
● Theater
● Special effects .

● Jewelry
● Colorful clothes
● Traveling
● Meeting people or animals


● Losing Wilkins
● Lack of control
● Spiders
● Ending up in Dolurrh .

● Hatless gnomes4
● Being alone
● "Gods"
The undead

Carrying Capacity:
Light load: up to 12 pounds (5,44 kg)
Medium load: 13 to 24,75 pounds (11,22 kg)
Heavy load: 24,76 to 37,5 pounds (17 kg)
Lift off Ground: 75 pounds (34 kg)
Drag: 187,5 pounds (85 kg)

Racial Abilities

Small: +1 size bonus to AC & attack rolls, –1 to CMB & CMD, +4 size bonus on Stealth checks.
Slow Speed: 20 feet.
Low-Light Vision: Can see twice as far as humans in dim light.
Defensive Training: +4 dodge bonus to AC against goblinoids.
Offensive Training: +1 on attacks against reptilians & goblinoids.
Illusion Resistance: +2 racial bonus on saving throws against illusion spells or effects.
Weapon Familiarity: Treat any weapon with the word “gnome” in its name as a martial weapon.

Gnome Magic: Gets 4 spell-like abilities (Sp), each one usable once per day.
Dancing Lights: Creates 1 to 4 mobile floating lights, ca torch/lantern-sized, for 1 minute
Ghost Sound: Create illusory sounds, for 1 round per CL
Prestidigitation: Can produce a wide variety of minor tricks, for 1 hour
Speak With Animals: Able to ask questions of & get answers from animals, if can convince them, for 1min./CL
Also: Add +1 to the save DC of any Illusion spells he casts.

Class Abilities

Proficiencies: All simple weapons.
Animal Companion (Ex): You gain an animal companion. Your effective druid level for this ability = sorcerer lvl – 3 (minimum 1)
Woodland Stride (Ex): You can move through non-magical undergrowth (thorns, briars, etc.) at normal speed and without suffering any damage or impairment
Fleeting Glance (Su): You can turn invisible for a number of rounds per day equal to your sorcerer level5. This ability functions as greater invisibility. These rounds need not be consecutive.
Fey Wings (Su): You can shrink and grow insectlike wings from your back. You can keep this form for a number of minutes per day equal to your sorcerer level6. These rounds need not be consecutive.
● You become Tiny, giving you +4 to stealth, +2 to fly, +1 on attack rolls and AC, and -1 on maneuver offense and defense.7
● You get +2 Dexterity but -2 Strength.
● You have a melee reach of 0 ft.
● You gain a fly speed of 60 feet with average maneuverability.
● Height: 1' 9" (ca. 54 cm), Weight: 19,5 lbs (ca. 8,84 kg.).

Soul of the Fey (Su): Your soul is one with the world of the Fey.
● You are immune to poisons and have DR 10/cold iron.
Animals do not attack you unless compelled to do so through magic.
● You can cast Shadow Walk once per day, as a spell-like ability.



1B.Eschew Materials: Cast spells without needing to utilize minor material components
1.Boon Companion: Calculate animal companion stats as if you had +4 levels in relevant class, up to max = your character level
3.Effortless Trickery: Once per round you can maintain concentration on an Illusion spell as a swift action
5.Heroic Companion: Animal Companion (or similar) can use the character's Action Points. Also adds 1 Action Point each lvl.
7B.Improved Initiative: +4 Initiative
7.Leadership: Grants a cohort and followers.
9.Action Boost: When spending an Action Point, roll d8s instead of d6s.
11.Spell Focus (Illusion): +1 DC to all your spells of the Illusion school.
13B.Quicken Spell: Casting a quickened spell takes only a Swift Action. The spell takes up a spell slot 4 levels higher then normal.
13.Heroic Metamagic: You may apply a metamagic feat to a spell you cast by spend Action Points instead of increasing the spell level.
15.Extend Spell: Double the duration of a spell. The spell takes up a spell slot 1 level higher then normal.
17.Spell Penetration: Gives a +2 to Caster Level checks to penetrate Spell Resistance.
19B.Dodge: +1 dodge bonus to AC.
19.Action Surge: Spend 2 action points to take an extra move action or standard action in a round.



Spell Slots:
Cantrips: ∞ per day
1st level: 9 per day
2nd level: 9 per day
3rd level: 8 per day
4th level: 8 per day
5th level: 8 per day
6th level: 8 per day
7th level: 8 per day
8th level: 7 per day
9th level: 5 per day

Spells Known:
0.Acid SplashV,S C: Ranged touch attack deals 1d3 points of acid damage.
0.Detect MagicV,S: Can perceive spells, magic items, and other magics, within 60 feet.
0.Dancing LightsV,S M: Creates 1 to 4 mobile floating lights, ca torch/lantern-sized, for 1 minute.
0.Detect PoisonV,S C: Find out whether a creature, object, or area has been poisoned or is poisonous. Identify substance with DC 20 Wis or Craft (Alchemy) check.
0.Ghost SoundV,S C: Create figment sounds.
0.Mage HandV,S C: 5-pound telekinesis.
0.MessageV,S M: Can whisper with 1 person/CL at Medium range for 10 min/CL.
0.PrestidigitationV,S: Can produce a wide variety of minor tricks, for 1 hour.
0.SparkV/S C: Iginites small, flammable, unattended objects.

1.EntangleV,S L: Plants entangle everyone in 40-ft. radius.
1.Feather FallV C: Target(s) fall only 60 ft. per round, taking no damage upon landing. Lasts for CL rounds or until landing.
1.Protection from EvilV,S T: +2 to AC & Saves against attacks by Evil creatures. Immunity to mental control (if present: new save with +2). Prevents bodily contact by Evil summoned creatures.
1.Reduce PersonV,S C: Humanoid creature halves in size.
1.Mage ArmorV,S T: Gives subject +4 armor bonus for 1 hour/CL.
1.Obscuring MistV,S: Mist rises up in a 20 ft. radius around you, obscuring all sight beyond 5 ft. and granting concealment (20%) to those 5 ft. away. 1 min./CL.

2.Bull's StrengthV,S T: Subject gains +4 to Str for 1 min./CL.
2.Detect ThoughtsV,S: Allows “listening” to surface thoughts in a 60 ft. cone area. Also reveals their Int score.
2.GlitterdustV,S M: Blinds creatures, outlines invisible creatures.
2.Hideous LaughterV,S C: Subject loses actions for 1 round/CL.
2.Minor ImageV,S L: Creates minor visual and auditory illusion of your design.
2.Resist EnergyV,S T: Ignores first 30 points of damage per attack from specified energy type for 10 min./CL.

3.Deep SlumberV,S C: Puts 10 HD of creatures to sleep.
3.Magic Circle against EvilV,S T: 10 ft. radius centered on target. +2 to AC & Saves vs. attacks by Evil creatures. Immunity to mental control (if present: new save with +2). Evil summoned creatures can't enter circle.
3.HasteV,S C: 1 creature/CL get's +30 ft. speed (to all modes of movement), +1 on attack rolls, AC, and Reflex saves, and 1 additional attack on full attack actions.
3.Invisibility SphereV,S T: As invisibility (1 minute/CL), but affects all in a 10 ft. radius around target.
3.SuggestionV C: Compels a subject to follow stated course of action for a maximum of 1 hour/CL.

4.Dimension DoorV L: Teleports you and CL/3 Medium targets (Large = 2x Medium) a short distance (see spell range).
4.Minor CreationV,S: Creates an object of nonliving vegetable matter. Cannot exceed 1 cubic foot/CL. Craft check for complex items. Lasts 1 hour/CL.
4.Shadow ConjurationV,S *: Mimics conjuration spell below 4th level, but only 20% real.
4.Stone ShapeV,S T: You can shape up to 10 cubic feet +1 cu.ft./CL of stone. No fine details. 30% chance that moving parts won't work.
4.PoisonV,S T: Touch inflicts poison dealing 1d3 Con damage 1/round for 6 rounds. Fortitude negates, new save each round.

5.Hold MonsterV,S M: Paralyzes one living creature for 1 round/CL.
5.Magic JarV,S M: Your soul moves to a prepared receptacle while your body turns essentially dead. You can take over random creatures within range. Lasts 1 hour/CL, or until you return to your body.
5.Shadow EvocationV,S *: Mimics evocation spell below 5th level, but only 20% real.
5.Tree StrideV,S: You step into a tree, from there you can teleport to other trees of a similar type CL times. Range depends on type. Spell ends when you exit a tree, or after CL/hours.
5.Wall of StoneV,S M: Creates stone wall whose area is up to one 5-ft. square/level. It's 3 inches thick.

6.Cold Ice StrikeV,S: A flurry of ice deals CL/d6 in a 30 ft. line. Swift Action.
6.Dispel Magic, GreaterV,S M: Ends ongoing spells or suppresses magical effects on one creature, object or area.
6.Heroism, GreaterV,S T: Gives +4 morale bonus on attack rolls, saves, and skill checks; immunity to fear; and CL temporary hp. Lasts for 10 min./CL.
6.MisleadS C: As greater invisibility (1 round/CL), but also creates an illusion of you that can act independently of you (concentration + 3 rounds).

7.Delayed Blast FireballV,S L: 1d6/CL fire damage in a 20 ft. radius area. Can delay the blast for up to 5 rounds.
7.Teleport, GreaterV: Instantly transports yourself and one medium (or 0.5 large) creature per three caster levels anywhere on the same plane.
7.Phase DoorV:
7.Fly, Mass: One subject/CL flies at speed of 60 ft. and gains a bonus equal to half CL on the fly skill. 10 min./CL.

8.Irrisistable DanceV T: Living target dances for 1d4+1 rounds (1 round on successful Will save). They get -4 to AC, -10 to Reflex saves, negates AC bonus from held shield, provoke AoO every turn, and can take no other actions.
8.Mind BlankV,S C: Makes one creature immune to info gathering by divination magic, and gives +8 resistance bonus to saves vs. mind-affecting spells and effects, for 24 hours.
8.Planar Binding, GreaterV,S C: Summons one or more Outsiders or Elementals and attempts to bind them to a task. 10 minutes to summon, possibly several days to bind.
8.StormboltsV,S: Deals 1d8/CL (max 20d8) electricity damage and stuns targets in a 30 ft. radius. Fort save halves the damage and negates the stun. Doesn't harm natural vegetation or exempted targets.

9.Heroic InvocationV,S: Selected creatures in a 30 ft. diameter area gain +4 morale bonus on attack & damage rolls, 2d8+4 temp HP, and immunity to fear and charm effects for 10 min./CL. Fatigued at end.
9.ShapechangeV,S: As a free action, once per round, you can change into a different creature. 10 min./CL.
9.Time StopV: You gain 1d4+1 extra turns. You cannot effect other creatures or held objects while this spell lasts.


Permanent Enchantments

0.Read Magic(CL 16): You can read scrolls and spellbooks, and identify Glyphs of Warding and Symbol spells.
1.Comprehend Languages(CL 15): You understand all spoken and written languages. This doesn't let you speak or write the language. Doesn't work on magical text.
2.See Invisibility(CL 13): You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal. You can tell the difference.
3.Tongues(CL 13): You can speak and understand the language of any intelligent creature.
5.Telepathic Bond(CL 16): You form a telepathic bond with another creature (Wilkins). Doesn't work across planar boundaries.
5.Telepathic Bond(CL 17): You form a telepathic bond with another creature (Duran Tullier). Doesn't work across planar boundaries.


Resilient ID papers, w. portrait: For one Cirilli Solirion of House Santiar.
Blue Book (Sharn): By consulting the book for 1 hour, for the next 24 hours you gain a +2 circumstance bonus on Knowledge (local), Bluff, and Diplomacy checks, when used to gather or use information in that city.
Playing Cards: With the usual four elemental suits.
Playing Cards: As above, but marked…
Silk Rope, 50 ft.: You never know.
Military Saddle: For Gutter the Clawfoot.
MW Studded Leather Barding: For Gutter the Clawfoot.
Disguise Kit: Gives +2 circumstance bonus on disguise checks. Good for 10 uses.
Feather Fall Talisman: One-use tokens only usable inside Sharn.
Alchemist's Lab: Gives +2 circumstance bonus on Craft (Alchemy), weighs 40 lbs.
Flask of Acid: Not fit for consumption
Tanglefoot Bags:
Clebdecher Glamerweave Courtier's Outfit: (With 50gp worth of additional jewelry) Fancy clothes of slightly over the top current Zil fashion, gives +2 circumstance bonus to Diplomacy.
Sleeves of Many Garments: Can change the appearance of the wearer's clothes into any one of 5 specific pre-determined sets of mundane clothes.8
Cloak of Resistance: +5 resistance bonus to all saves (Crafted by Ari Thiel, further enchanted by Isidro Velazquez-Cardona, amongst others)
Pointy-Hat of Persuasion: +3 competence bonus on Charisma-based checks. (Crafted by Ari Thiel) It's normally a circlet, but Cirilli has elected to get the enchantment on a hat. A fancy hat.
Headband of Mental Prowess: +6 enhancement bonus to Charisma, +2 to Intelligence, counts as if user has max ranks in Sense Motive. (Crafted by Jingrod Esthal, further enchanted by Isidro Velazquez-Cardona) It's made of a softer material then normal and sewn into the lining of his hat. It features decorations of some sort of spiky robot dog-creature.
Belt of Incredible Dexterity: +4 enhancement bonus to Dexterity. (Crafted by Isidro Velazquez-Cardona)
Eyes of the Eagle: A set of crystal lenses that grant a +5 competence bonus on Perception checks. (Crafted by Ari Thiel)
Dusty Rose Prism Ioun Stone: +1 insight bonus to AC.
Pale Green Prism: +1 competence bonus on attack rolls, saves, skill checks, and ability checks.
Dull Grey Ioun Stone: It orbits your head. It's also on fire. Continous Fire to be specific.
Robes of Arcane Heritage: Sorcerer counts as 4 lvls. higher for purposes of Bloodline Powers.
Necklace of Adaptation: Wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases and allowing him to breathe anywhere. (Crafted by Isidro Velazquez-Cardona)
Ring of Protection: +2 deflection bonus to AC. (Crafted by Isidro Velazquez-Cardona)
Ring of Continuation: Spells with a range of personal and a duration of 10 min./CL or greater remains in effect for 24 hours or until the wearer casts another spell with a range of personal.
Mithral Buckler: +6 shield bonus (1 mundane, 5 magical). This light silvery buckler is engraved with images of badgers. 1,25 lbs. (Crafted by Mirek Strenger)
Bracers of Armor: +8 armor bonus to AC. These arm guards are covered with depictions of meerkats. (bought then further Enchanted by Isidro Velazquez-Cardona)
Stone of Good Luck: Also known as a Luckstone. Gives a +1 Luck bonus on saving throws, ability checks, and skill checks. (Crafted by Isidro Velazquez-Cardona)
Unfettered Shirt: Once per day on command, the wearer can gain the benefits of the Freedom of Movement spell for 10 minutes. (Crafted by Isidro Velazquez-Cardona)
Metamagic rod, Empower: The wielder can cast up to three spells (lvl. 6 or lower) per day that are empowered as though using the Empower Spell feat.
Various Potions: 1x Cure Light Wounds, 4x Air Bubble, 10x Lesser Restoration
Various Scrolls: Command Undead, 2x Protection from Evil, 2x Water Breathing (laminated), Temporary Resurrection
Diamond Dust: 1'000 gold worth of the stuff.
Ivory Statue: It's a statue of Cirilli. For some reason it seems to be covered in glitter. Always.
Jade Circlet: It looks pretty expensive.
Soul Soap: It's good for you.
Dhakaani Dagger: Medium sized. A gift, of sorts. Currently on display over the fireplace in Cirilli's house in Little Plains.

Token of the Hobkins Malefactor: Can be used once, which gives the wearer the following benefits for 24 hours:
Frightener: Intimidate is treated as a Class skill, and doesn't suffer a penalty for being smaller Size than the opponent.
Collateral Damage:
●Whenever an attack fails to damage the wearer (whether because of a low attack roll, a miss chance, or a failure to penetrate DR), the character can redirect that attack to any target that was in range of the original attack (if any).
●The attack can't be redirected against the original attacker.
●The attacker rolls a new attack & damage roll against the new target.
●Attacker is considered to have the "Improved Critical" feat for the redirected attack.

Various useful knicknacks at the flat.

Wealth: 25'236,6 gp

Gutter the Clawfoot

Gutter the Clawfoot is not a class feature. He's also all grown up now. *sniffle*
He has his own page. Shoo!


Wilkins the Gorilla

HP 120 16d8+48
Init. +6 +6 dex
Base A. Bonus +12
Melee Attack9 +21
Ranged Attack10 +18
Maneuvers +26
Armor Class +28
Touch AC +8
Flat-footed +21
Maneuvers +35

ABILITY trait mod
Strength 30 (36) +10 (+13)
Dexterity 22 (24) +6 (+7)
Constitution 14 +2
Intelligence 3 (5) -4 (-3)
Wisdom 12 (16) +1 (+3)
Charisma 7 -2
Fortitude +17
Reflex +21
Will +15
(+4 Will vs. enchantment effects)
SKILL Roll Calculating
Acrobatics +11 Dex 7 + rank 1 + class 3
Climb +21 Str 13 + speed 8
Perception +14 Wis 3 + rank 5 + class 3 + bracers 3
Linguistics -2 Int -3 + rank 1
Survival +19 Wis 3 + "rank" 16
Stealth +22 Dex 7 + rank 6 + class 3 + size & armor 6
Survival +8 Wis 3 + rank 2 + class 3
Swim +17 Str 13 + rank 1 + class 3

(+1 Stealth in shadowy illumination or dark conditions)
(+8 Perception for noticing scents)

Type: Animal
Size: Large

Speed: 30 ft., climb 30 ft.
AC: +7 Dex, +15 natural, +6 armor, +1 dodge, -1 size, +1 insight

Melee Damage11: Bite 1d6+20; 2 Claws 1d6+22
Ranged Damage12: Longbow 2d6+22 (Crit: 19-20/x3)
Reach: 10 ft.

Languages: Common, Sylvan
Special Qualities: Low-light vision, scent, Link (Cirilli), Share Spells, Improved Evasion, Devotion
Feats: Dodge, Martial Weapon Proficiency (bows), Toughness, Multiattack13, Combat Reflexes (7 AoO per round!), Power Attack (Melee -4 to Hit, +8 Damage), Deadly Aim (Ranged -4 to Hit, +8 Damage), Iron Will, Weapon Focus (bows)

● Amulet of Mighty Fists (+1) (Crafted by Ari Thiel)
● Large +1 Adaptive Composite Longbow (Made by Jingrod Esthal, enchanted by Mirek Strenger)
● Belt of Physical Might (+6 str, +2 dex) (Crafted by Jingrod Esthal, further enchanted by Isidro Velazquez-Cardona, and commercially)
● Headband of Mental Prowess (+4 Wisdom, +2 Intelligence (Sense Motive))
● Grappler's Mask (Crafted by Isidro Velazquez-Cardona)
● Cloak of Resistance +5 (Enchanted by Isidro Velazquez-Cardona, improved commercially)
● Bracers of Falcon's Aim (Enchanted by Isidro Velazquez-Cardona)
● +3 Studded Leather Armor of Improved Shadows (Enchanted by Mirek Strenger, improved commercially)
● Dusty Rose Prism Ioun Stone
● Bag of Holding, type I
● Darkweave vest and breeches
● Very large fur cloak and accessories (basically a winter outfit)
● Feather Fall Talisman
● ID papers, w. portrait (Cirilli is listed as Wilkins' legal guardian)
● Potion of Cure Light Wounds
● A deck of cards with a selection of commonly used words and phrases
● Permanent Spell: Comprehend Languages(CL 18)
● Permanent Spell: See Invisibility(CL 18)

Carrying Capacity:
Light load: up to 2'448 pounds (1'110,4 kg)
Medium load: 2'449 to 4'904 pounds (2'224,4 kg)
Heavy load: 4'905 to 7'360 pounds (3'338,4 kg)
Lift off Ground: 14'720 pounds (6'676,9 kg)
Can drag 36'800 pounds (16'692,2 kg)

Tricks Known14: Attack (including undead & aberrations), Defend, Down, Guard, Heel, Sneak, Stay, and eight more

Information: A 12-ish year old, young adult, gorilla that's still growing. His fur is jet black and so clean that it's a little bit shiny. He wears a tight-sitting black leather armor, covered by a dark bluish-black vest with dark flowery embroideries, a set of dark knee-length pants, and a strange brightly colored mask15. He carries a small bag on his back. With the recent cold spell he's taken to wrapping himself in a large dark grey fur cloak, with matching leg-wraps and gloves.

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