Post by Cadic's Devoted on Jun 2, 2010 2:25:09 GMT -5
Sabatto "The mage of no small skill"
Gnome Illusionist 5
CN Small Humanoid
Init +0; Perception +8
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Defense
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AC 11, touch 11, flat-footed 11
HP 32 (Wizard 6+4(4))+(Con 10)
Fort +4(Wiz 1, Con 2, trait 1), Ref +1 (Wiz 1), Will +4 (Wiz 4)
Defensive Abilities:
Weaknesses:
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Offense
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Speed 20 ft. (20 ft. in armor)
Melee attack:
Ranged attack:
Space/Reach 5-Foot
Special Attacks
Spell-Like Abilities: Blinding Ray 7/day; Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals 1/day;
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Statistics
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Str 10, Dex 10, Con 14, Int 19, Wis 10, Cha 11
Base Atk +2; CMB +1; CMD 11
(1st)Cross Training (Disable Device, Perception) (Wiz 1) Scribe Scroll; (3rd) Skill Focus: Kn(Architecture & Engineering); (5th) Brew Potion; (Wiz 5) Craft Wonderous Item
Skills: Craft Alchemy +12 (5 Rank, 4 Int, 3 CS), Craft Traps +12 (5 Rank, 4 Int, 3 CS), Craft Wood Working +9 (2 Rank, 4 Int, 3 CS), Craft Blacksmithing +8 (1 Rank, 4 Int, 3 CS) Disable Device +8 (5 Rank, 3 CS), Knowledge: Arcana +9 (1 Rank, 4 Int, 3 CS, 1 Trait), Knowledge: Architecture and Engineering +18 (5 Rank, 4 Int, 3 CS, 1 Trait, 2 Race, 3 Feat), Perception +8 (3 rank, 2 Race, 3 CS) Spellcraft +10 (3 Ranks, 4 Int, 3 CS), Linguistics +12 (5 Ranks, 4 Int, 3 CS)
Languages: Common(Taldane), Gnome, Sylvan, Draconic, Elven, Dwarven, Ancient Azlanti, Shoanti, ShadowTongue, Skald, G++
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Traits
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Resilient: +1 fort
Mathematical Prodigy: +1 Kn(arcana) & Kn(Engineering), and Kn(Engineering) is always a class skills
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Spellbook
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Prohibited Schools: Necromancy, Evocation
Per Day
Cantrips: Unlimited
Bonded Item: 1 (Any Spell in Spellbook)
1st-Level: 3 (Base), 1 (Bonus), 1 (Illusion)
2nd-Level: 2 (Base), 1 (Bonus), 1 (Illusion)
3rd-Level: 1 (Base), 1 (Bonus), 1 (Illusion)
Spellbook (43 of 100 Pages Filled)
-- Cantrips -- (20 pages)
Resistance
Acid Splash
Detect Poison
Detect Magic
Read Magic
Daze
Ghost Sound
Mage Hand
Mending
Message
Open/close
Arcane Mark
Prestidigitation
Caltrops
Silent Portal
Amanuensis
Launch Bolt
Launch Item
Repair Minor Damage
Stick
Evocation:
Electric Jolt
Light
Ray of Frost
Sonic Snap
--1st Level-- (9 Pages) (7 1st Level-Known, 2 2nd Level-Known)
Disguise Self
Silent Image
Ventriloquism
Nystul’s Magic Aura
Erase
Reduce Person
Enlarge Person
Charm Person
Lesser Orb of Electricity
Evocation:
Blood Wind
Burning Hands
Floating Disk
Ice Dagger
Light of Lunia
Magic Missile
Ray of Flame
Shocking Grasp
Sonic Blast
--2nd Level-- (8 Pages) (2 3rd Level-Known, 2 4th Level-Known)
Arcane Lock
Phanton Trap
Minor Image
Invisibility
Evocation:
Fireburst
Scorch
Scorching Ray
Shatter
--3rd Level-- (6 Pages) (2 5th-Level Known)
Major Image
Shrink Item
Evocation:
Chain Missile
Lightning Bolt
Most Common Spell List
0- Silent Portal
- Amanuensis
- Stick
- Ghost Sound
1- Nystul’s Magic Aura
- Ventriloquism
- Silent Image
- Lesser orb of Electricity
I: Disguise Self
2- Minor Image
- Minor Image
- Minor Image
I: Invisibility
3- Shrink Item
- Major Image
I: Major Image
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Equipment
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Current Wealth:
PP: 0
GP: 1
SP: 10
CP: 6
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Special Abilities
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Extended Illusions (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Blinding Ray (Sp): As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Additional Rules.
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 the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
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 racial bonus on Perception skill checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Gnome Illusionist 5
CN Small Humanoid
Init +0; Perception +8
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Defense
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AC 11, touch 11, flat-footed 11
HP 32 (Wizard 6+4(4))+(Con 10)
Fort +4(Wiz 1, Con 2, trait 1), Ref +1 (Wiz 1), Will +4 (Wiz 4)
Defensive Abilities:
Weaknesses:
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Offense
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Speed 20 ft. (20 ft. in armor)
Melee attack:
Ranged attack:
Space/Reach 5-Foot
Special Attacks
Spell-Like Abilities: Blinding Ray 7/day; Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals 1/day;
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Statistics
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Str 10, Dex 10, Con 14, Int 19, Wis 10, Cha 11
Base Atk +2; CMB +1; CMD 11
(1st)Cross Training (Disable Device, Perception) (Wiz 1) Scribe Scroll; (3rd) Skill Focus: Kn(Architecture & Engineering); (5th) Brew Potion; (Wiz 5) Craft Wonderous Item
Skills: Craft Alchemy +12 (5 Rank, 4 Int, 3 CS), Craft Traps +12 (5 Rank, 4 Int, 3 CS), Craft Wood Working +9 (2 Rank, 4 Int, 3 CS), Craft Blacksmithing +8 (1 Rank, 4 Int, 3 CS) Disable Device +8 (5 Rank, 3 CS), Knowledge: Arcana +9 (1 Rank, 4 Int, 3 CS, 1 Trait), Knowledge: Architecture and Engineering +18 (5 Rank, 4 Int, 3 CS, 1 Trait, 2 Race, 3 Feat), Perception +8 (3 rank, 2 Race, 3 CS) Spellcraft +10 (3 Ranks, 4 Int, 3 CS), Linguistics +12 (5 Ranks, 4 Int, 3 CS)
Languages: Common(Taldane), Gnome, Sylvan, Draconic, Elven, Dwarven, Ancient Azlanti, Shoanti, ShadowTongue, Skald, G++
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Traits
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Resilient: +1 fort
Mathematical Prodigy: +1 Kn(arcana) & Kn(Engineering), and Kn(Engineering) is always a class skills
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Spellbook
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Prohibited Schools: Necromancy, Evocation
Per Day
Cantrips: Unlimited
Bonded Item: 1 (Any Spell in Spellbook)
1st-Level: 3 (Base), 1 (Bonus), 1 (Illusion)
2nd-Level: 2 (Base), 1 (Bonus), 1 (Illusion)
3rd-Level: 1 (Base), 1 (Bonus), 1 (Illusion)
Spellbook (43 of 100 Pages Filled)
-- Cantrips -- (20 pages)
Resistance
Acid Splash
Detect Poison
Detect Magic
Read Magic
Daze
Ghost Sound
Mage Hand
Mending
Message
Open/close
Arcane Mark
Prestidigitation
Caltrops
Silent Portal
Amanuensis
Launch Bolt
Launch Item
Repair Minor Damage
Stick
Evocation:
Electric Jolt
Light
Ray of Frost
Sonic Snap
--1st Level-- (9 Pages) (7 1st Level-Known, 2 2nd Level-Known)
Disguise Self
Silent Image
Ventriloquism
Nystul’s Magic Aura
Erase
Reduce Person
Enlarge Person
Charm Person
Lesser Orb of Electricity
Evocation:
Blood Wind
Burning Hands
Floating Disk
Ice Dagger
Light of Lunia
Magic Missile
Ray of Flame
Shocking Grasp
Sonic Blast
--2nd Level-- (8 Pages) (2 3rd Level-Known, 2 4th Level-Known)
Arcane Lock
Phanton Trap
Minor Image
Invisibility
Evocation:
Fireburst
Scorch
Scorching Ray
Shatter
--3rd Level-- (6 Pages) (2 5th-Level Known)
Major Image
Shrink Item
Evocation:
Chain Missile
Lightning Bolt
Most Common Spell List
0- Silent Portal
- Amanuensis
- Stick
- Ghost Sound
1- Nystul’s Magic Aura
- Ventriloquism
- Silent Image
- Lesser orb of Electricity
I: Disguise Self
2- Minor Image
- Minor Image
- Minor Image
I: Invisibility
3- Shrink Item
- Major Image
I: Major Image
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Equipment
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Items from PGB: SpellBook Backpack Bell x5 Bucket Caltrops x3 Candle x10 Canvas 3 sq. Yd Chalk, x10 Chest Flask (empty) x10 Flint and steel, x10 Hammer Ink (1 oz vial) x5 Inkpen x10 Jug, Clay x10 Lantern, bullseye Spell Component Pouch x2 Manacles x2 Mirror, Small Steel x2 Oil (1-pint flask) x20 Tankard, Clay x5 Paper (Sheet) x100 Pitcher, Clay x2 Piton x20 Pouch, Belt x5 Rope, Hemp 100ft Sack x20 Sealing Wax x5 Sewing needle x10 Signal Whistle Signet ring Sledge Soap x10 Spade Vial, ink or potion x25 Waterskin x10 Items from Arms and Equipment Guide Bolt Cutters Crane, Portable (Str 22) Earplugs x2 Flour, Buckwheat (1lb Bag) x2 Glass Cutter Hacksaw, Common Hammock Hand Keg Magnet, Small Marbles (2 lb bag) x5 Mess Kit Percolator Mortar and Pestle Pulley x2 Slate Board Sparker Spider Poles Tongs, Metal x3 Twine, Roll (50 ft) x10 Wick, Candle (50 ft) x5 Winch, Portable (Str 18) Crafted Before Game Start: Tindertwig x15 Sunrod x9 Acid Flask x3 Alchemist fire x3 SmokeSticks x2 TangleFoot bag x1 ThunderStone x2 | Cost - 2 5 .5 3 .1 .3 .1 2 .3 10 .5 40 1 .3 12 10 30 20 2 .1 40 .04 2 5 2 2 5 5 .8 5 1 5 2 25 10 Cost 6 30 6 2 2 5 5 .5 10 1 .6 1 5 10 5 2 35 9 1 1 20 Cost 5 6.5 10 20 13.3 17 20 |
Current Wealth:
PP: 0
GP: 1
SP: 10
CP: 6
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Special Abilities
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Extended Illusions (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Blinding Ray (Sp): As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Additional Rules.
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 the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
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 racial bonus on Perception skill checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.