Tinker Bell
This lithe, diminutive creature looks like a humanoid with wispy, mothlike wings and long, thin ears.
SPRITE ARTIFICER 5 CR 5
CN Diminutive fey
DEFENSE
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
hp 21 (6d6)
Fort +0, Ref +5, Will +2
DR 2/cold iron
OFFENSE
Speed 15 ft., fly 60 ft. (perfect)
Melee short sword +0 (1d2–4/19–20)
Ranged short bow +7 (1d2–4)
Space 1 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th; concentration +6)
1/day—rage (herself only)
STATISTICS
Str 3, Dex 17, Con 10, Int 15, Wis 11, Cha 8
Base Atk +0; CMB –1; CMD 5
Skills Craft (machines) +16, Escape Artist +15, Fly +21, Perception +11, Sense Motive +6, Stealth +19, Use Magic Device +11
Languages Common, Sylvan
SQ fairy dust, elbow grease, jack of all trades, weird science, item creation, salvage
SPECIAL ABILITIES
Fairy Dust (Su)
As a standard action, Tinker Bell can sprinkle fairy dust on an object
or willing creature. An object or creature thus sprinkled is affected as
if by a levitate or fly spell (respectively) for 6 minutes. Tinker Bell can use her fairy dust 8 times per day.
Elbow Grease (Ex) Tinker Bell has a +2 bonus to all Craft checks.
Jack of All Trades (Ex) Tinker Bell can use any skill untrained.
Weird Science (Su)
Tinker Bell is no spellcaster, but she can imbue items with magical
power. She can create devices that combine the effects of one or more
spells, either arcane or divine, of up to 4th level. Weird science
devices are temporary and unreliable. This takes 4 hours per spell level
used.
Salvage (Ex) Tinker
Bell has the ability to salvage the gold piece value from a magic item
and use those funds to create another magic item. This process takes 1
day.
Comentarios