About Bugsby FeatherfootAbout Bugsby Featherfoot
He has entertained using a budding, inherent ability with magic, one that didn't manifest itself (according to Bugsby) until after he had left Sanos to seek his fortune. This growing ability, and a desire to learn the truth of the ever changing world around him, has driven the flighty gnome to periods of deep meditation contrasted with a distinct lack of ability to focus for very long on any one thing. He doesn't want to leave his friends, and that is what has kept him in Heldren for so long, but he watches those passing through to foreign lands with a wistful eye, and any who know him well, easily see his innermost desires to understand the whole world. Standing at only 3',2" and a mere 35 lbs, Bugsby is not much of a physical specimen, but either in his bearing or his demeanor, there is something cold and hard beneath the slight, smiling exterior. His hair has been shorn close to his head around the sides, and he wears a fitted cap with a wide circle cut from the top. The purple hair on the top of his head stands up through the gap in the hat, and shoots out at all angles from there. If you happen to see the gnome at a certain angle you might notice a small string of tattood characters circling his neck and disappearing down his shirt. A love for life, nature, and all its wonders and mysteries keep the blood flowing quickly through Bugsby's veins. This onset of winter has him troubled, because though it is just another part of life, this winter seems different. Almost it carries with it a dark promise, one which hints at an end of much of the power of nature and so many beautiful and colorful things the gnome holds dear. This winter has Bugsby's insides churning, and the diminutive gnome does not plan on sitting idly by while the people and things around him are swallowed in cold and ice. Stat Sheet: ----------------------------------------------------------------------- Basic Information Character Name : Bugsby Featherfoot
Class and Level : Sorcerer 2
Favored Class : Sorcerer
Strength : 08 (-1) 00 point buy - 2 racial + 0 level + 0 misc
Maximum Load : 18.5/52 lbs.
Combat Stats: Combat Statistics Hit Points : (22) Max+Con+FC=9 - 1/2+1fc+Con=7 - 1/2+Con=6
Base Melee : (+1) 1 BAB - 1 Str + 1 size + 0 misc
Combat Maneuver : (-1) 1 BAB - 1 Str + 0 misc - 1 size <- CMB
Armor Class : (14) 10 base + 0 armor + 0 shield + 3 Dex + 0 misc + 1 size
Fortitude : (+2) 0 base + 2 Con + 0 misc
Conditional Bonuses and Penalties :
Racial Abilities: Racial Abilities and Features +2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. 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. ----------------------------------------------------------------------
Class Abilities: Class Abilities and Features - Sorcer 1 & Rogue 1 Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor). Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier. Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study. ************ ROGUE ************ Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment. Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed. At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels. At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats. Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level. **Protean Bloodline**
Class Skill: Knowledge (planes). Bonus Spells: entropic shield (3rd), blur (5th), gaseous form (7th), confusion (9th), major creation (11th), disintegrate (13th), greater polymorph (15th), polymorph any object (17th), shapechange (19th). Bonus Feats: Agile Maneuvers, Defensive Combat Training, Enlarge Spell, Great Fortitude, Improved Great Fortitude, Skill Focus (Craft [any]), Spell Focus, Toughness. Bloodline Arcana: Your magic of creation and changing is hard to unravel. The DC to dispel transmutation or conjuration (creation) spells that you cast is increased by +4. Bloodline Powers: Your ancestral immersion in primordial chaos begets your curiously warped magical talents. Protoplasm (Sp): At 1st level, you can create a ball of entropic protoplasm and hurl it at targets within 30 feet. This protoplasm acts as a tanglefoot bag that also inflicts 1 point of acid damage per round to a creature entangled by it. The protoplasm dissolves within 1d3 rounds. You may use this ability a number of times per day equal to 3 + your Charisma modifier. Protean Resistances (Ex): At 3rd level, you gain resist acid 5 and a +2 bonus on saving throws against polymorph, petrification, and transmutation spells or effects. At 9th level, you gain resist acid 10 and your save bonus increases to +4. Reality Wrinkle (Sp): At 9th level, you can surround yourself with a mobile, 10-foot-radius emanation of mutable reality. This rippling distortion is similar to solid fog but does not provide concealment or block line of sight. Your movement is not slowed by this aura. Attacks from outside the aura suffer a 20% miss chance against targets inside the aura. You may use this ability a number of rounds per day equal to your sorcerer level, though this duration need not be continuous. Spatial Tear (Sp): At 15th level, once per day, you can unravel the fibers of reality and ride along them as they snap back into place. This power functions as dimension door, while also creating a mass of black tentacles centered on your former location. Both of these effects use your sorcerer level as the caster level. At 20th level, you can use this ability twice per day. Avatar of Chaos (Ex): At 20th level, you are infused with the essence of raw chaos. You gain immunity to acid, petrification, and polymorph effects (except when cast on self), as well as a +2 bonus to save DCs and on checks to overcome spell penetration against creatures with the lawful subtype. -----------------------------------------------------------------------
Skills: Skills and Languages Your maximum ranks in a skill are equal to your total level.
[c] Acrobatics : (+07) 1 ranks + 3 Dex + 3 class + 0 misc - 0 armor
Languages: Common, Gnome, Sylvan, Draconic
Trait #1 : Adaptive Magic: The wonders of magic have always fascinated you, and you find the urge to tinker and experiment with magic almost irresistible. You could be the child of an alchemist, wizard, or witch; a member of the Pathfinder Society; or maybe someone with a touch of fey or dragon blood. You may not be trained in magic, and you’ve had your share of accidental mishaps, but you possess a natural knack for activating magic items. You’ve always been intrigued by the cold magic of the winter witches and ice mages of the North, and would love to get your hands on some of their magic items. You gain a +1 trait bonus on Knowledge (arcana) and Use Magic Device checks, and Use Magic Device is a class skill for you.
Level 1 Feat : Varisian Tattoo - Select a school of magic other than divination in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you can cast a single cantrip as a spelllike ability a number of times per day equal to your Constitution modifier (minimum 1/day, caster level equals Hit Dice, save DC is Charisma-based). The spell-like ability gained (and its Varisian name) are as follows:
Level 2 Bonus Feat : Improved Initiative: Your quick reflexes allow you to react rapidly to danger.
Equipment: Money and Equipment Armor :
Weapon : Dagger (small) 1d3 (19-20/x2) Range - 10' Pierce/Slash
Other Equipment :
Equipment Weight : 18.5 Money :
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Magic & Spells: Magic Level 0 - spells per day *1 feat DC 13/17 (10 + 0 level + 3 ability + 4 Bloodline if Transmutation or Conjuration)
Level 1 5 casts per day (includes 1 bonus) *1 bloodline DC 14/18 (10 + 1 level + 3 ability + 4 bloodline if Transmutation or Conjuration)
Level 2 0 spells per day 0 bonus DC 16 (10 + 2 level + 4 ability + 4 bloodline if Transmutation or Conjuration)
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Temporary Conditions: *Temporary Bonuses and Conditions* NPC's of note:
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