Warren Chief

Belsiard the Wanderer's page

529 posts. Alias of Vuvu.


Full Name

Belsiard the Wanderer

Race

Gnome Earth Elemental Sorcerer 4

Classes/Levels

Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Gender

Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12

Size

M

Alignment

CN

Languages

Common, Sylvan, Gnomespeak, Elvish, Polyglot, Dwarven, Orcish, Terran, Garund, Osiriani and Lip Reading

Strength 9
Dexterity 12
Constitution 14
Intelligence 14
Wisdom 12
Charisma 20

About Belsiard the Wanderer

Base Attacks:

+2 Melee
+3 Ranged

Elemental Ray [dice]1d20+3[/dice] vs touch for [dice]1d6+2[/dice] Acid

Spells:

0: Acid Splash, Light, Read Magic, Detect Magic, Prestidigitate, Mage Hand
1: Burning Hands (Acid) DC 18, Magic Missile, Mage Armor, Hydraulic Push DC 18
2: Burning/Acid Arc DC 19

Skills:

Diplomacy +12
Bluff +12
Linguistics +8
UMD +12

Traits:
Arcane Temper :+1 Init and Concentration
Alien Origins: +2 Bluff

Feats:

1 Spell Focus: Evocation
3 Greater Spell Focus: Evocation

Gnome Racials:

Defense Racial Traits

Gift of Tongues Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Feat and Skill Racial Traits

Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Academician Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.
Magical Racial Traits

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores 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.

Senses Racial Traits

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Gear:

Combat Gear: Longspear, Spiked Gauntlet

Other Gear: Headband of CHA+2
Wacky Compass
Cloak of Res +1
Backpack
Spiked Gauntlet
Scroll of Silent Image
Scroll of Shield x4
Scroll of CLW x2
Scroll of Comp Languages
Wand of Infernal Healing 49
Currency 30

Bloodline:

Class Skill: Knowledge (planes).

Bonus Spells: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th).

*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element.

Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.

Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted on Table: Elemental Bloodline Energy Types and Movement.

Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Elemental Resistance (Ex): At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.

Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on Table: Elemental Bloodline Energy Types and Movement.

Table: Elemental Bloodline Energy Types and Movement

Element Energy Type Elemental Movement
Air Electricity Fly 60 feet (average)
Earth Acid Burrow 30 feet
Fire Fire +30 feet base speed
Water Cold Swim 60 feet
Elemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type.