Gnome

Garth the Gnome's page

42 posts. Alias of MJinthePitt.


Classes/Levels

Init +2; Percep +3

Gender

HP 8/8; AC 13/13/11; Fort +2, Ref +2, Will +2

About Garth the Gnome

GARTH CR 1/2
Male Gnome Wizard 1
CG Small Humanoid (Gnome)
Init +2; Senses Low-Light Vision; Perception +3

Appearance:
Garth stands just over 3 feet tall. He looks to (and is) always be wearing an extra layer of clothing or two underneath of his clock. Beneath it all Garth is thin even for a gnome but his time spent working on his father's farmstead in his youth has made his muscles taught. When his cloak hood is pulled back his long hair pokes out in all directions in spiky clumps - neon green, shock blue and flame red. His eyes are a dull purple and his skin is a bit of pale green.

Bit and pieces of Garth's clothing have a tendency to change color from moment to moment. He has a nervous habit of constantly casting Prestidigitation to recolor something on or around him.

Background:
As a child Garth had no choice but to travel to the edge of the Stolen Lands with his parents. His mother, a pleasant woman who he remembers as being all shades of pink, did not survive the first winter. With the look of a Color Spray gone awry his father began the process of Bleaching that spring when the ground thawed and his mother was lowered into the dirt. The talented Illusionist who had moved his family to Southern Brevoy to search for a rumored rift to the First World never recovered and turned his attention to farming.

With a few wizardry lessons early in life Garth continued his studies after his father put his wishes of returning to the First World behind. Young adventurous Garth found the occasional lesson with wandering wizards passing through Brevoy. His path into wizardry did not focus on the illusions his father specialized in but instead on dealing injury like the wizards who taught him as he grew older. In his moments of nervousness or when his thoughts wander his magic returns him to sprays of color however. Neighbors of the gnomish homestead are never quite sure Garth's pet (familiar) goat is going to be tinged with at any given time.

Over the years Garth's Bleached father lingered. His interest in the farm and the wonder of what the next year's harvest would bring were the only things which kept him holding on. He did turn harsh and violent towards Garth during his times of despondence. Garth found solace in his magical studies after his father's rages. The young gnome with multi-colored hair doesn't like to focus on much except magic.

As he watches the colors fade further and further from his father's life Garth has set his sights on the Stolen Lands. If there is a way back to the First World that will restore his father he wishes to find it.


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DEFENSE
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AC 13, touch 13, flat-footed 11. . (+2 Dex, +1 size)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +2
Defensive Abilities Defensive Training
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OFFENSE
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Spd 20 ft.
Melee Quarterstaff +2 (1d4+1/20/x2) and
. . Unarmed Strike +2 (1d2+1/20/x2)
Ranged Crossbow, Light +3 (1d6/19-20/x2)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Wizard Spells Known (CL 1, 2 melee touch, 3 ranged touch):
1 (2/day) Burning Hands (DC 14), Magic Missile, Shocking Grasp
0 (at will) Acid Splash, Light, Detect Magic
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STATISTICS
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Str 12, Dex 14, Con 14, Int 16, Wis 11, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Combat Casting, Scribe Scroll, Wizard Weapon Proficiencies
Traits Focused Mind
Skills Appraise +7, Fly +4, Knowledge (Arcana) +7, Knowledge (Local) +7, Perception +3, Ride +3, Spellcraft +7, Stealth +7
Languages Common, Elven, Gnome, Goblin, Orc, Sylvan
SQ +3 to Survival checks, Abjuration, Empathic Link with Familiar (Su), Evocation, Force Missile (6/day) (Sp), Gnome Magic, Hatred, Illusion Resistance, Intense Spells +1 (Su), Necromancy, Share Spells with Familiar
Combat Gear Bolts, Crossbow (10), Crossbow, Light, Quarterstaff; Other Gear Backpack (8 @ 6 lbs), Bedroll, Ink (1 oz. vial, black), Inkpen, Mug/Tankard, clay, Pouch, belt (empty), Rations, trail (per day) (3), Spellbook, wizard's (blank), Waterskin
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TRACKED RESOURCES
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Bolts, Crossbow - 0/10
Dancing Lights (1/day) (Sp) - 0/1
Force Missile (6/day) (Sp) - 0/6
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Rations, trail (per day) - 0/3
Speak with Animals (1/day) (Sp) - 0/1
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SPECIAL ABILITIES
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+3 to Survival checks You gain the Alertness feat while your familiar is within arm's reach.
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Focused Mind +2 to Concentration checks
Force Missile (6/day) (Sp) Magic Missile hits for 1d4+1
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Gnome Magic +1 to the save DC of all illusions spells you cast.
Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes.
Illusion Resistance +2 racial bonus to saves against illusions.
Intense Spells +1 (Su) + 1/2 wizard level to spell damage (minimum +1).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.

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TRAITS
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Focused Mind -

Trait description:
Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.

Pioneer -

Trait description:
You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition into the Stolen Lands.
Benefit: You begin play with a horse. +1 bonus in Ride.
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Familiar / Goat the goat:

GOAT CR 1/3
Female Goat
NN Small Magical Beast ((Animal))
Init +1; Senses Low-Light Vision; Perception +4
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DEFENSE
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AC 14, touch 12, flat-footed 13. . (+1 Dex, +1 size, +2 natural)
hp 4 (1d8+1)
Fort +3, Ref +3, Will +2
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OFFENSE
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Spd 30 ft.
Melee Gore (Goat) +2 (1d4+1/20/x2) and
. . Unarmed Strike +2 (1d2+1/20/x2)
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STATISTICS
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Str 12, Dex 13, Con 12, Int 6, Wis 11, Cha 5
Base Atk +0; CMB +0; CMD 11 (15 vs. Trip)
Feats Nimble Moves
Skills Appraise -1, Climb +5, Fly +3, Perception +4, Spellcraft -1, Stealth +9 Modifiers +4 to Survival to find food, Acrobatics (Jump) +4
Languages
SQ Improved Evasion (Ex)

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TRACKED RESOURCES
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. . -none-
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SPECIAL ABILITIES
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+4 to Survival to find food (Ex) You are particularly good at Survival in certain environments or circumstances.
Acrobatics (Jump) +4 (Ex) You gain the specified bonus to acrobatics checks made to jump.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nimble Moves Move through 5' of difficult terrain/round as if it was normal terrain.

Transportation / Riding Dog:

DOG, RIDING CR 1
Male Dog, Riding
NN Medium Animal
Init +2; Senses Low-Light Vision, Scent; Perception +8
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DEFENSE
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AC 13, touch 12, flat-footed 11. . (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
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OFFENSE
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Spd 40 ft.
Melee Bite (Dog, Riding) +3 (1d6+3/20/x2) and
. . Unarmed Strike +3 (1d3+2/20/x2)
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STATISTICS
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Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. Trip)
Feats Skill Focus: Perception
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +6, Perception +8 Modifiers +4 to Survival when tracking by Scent, Acrobatics (Jump) +8
Languages
SQ Combat Riding [Trick]

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TRACKED RESOURCES
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. . -none-
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SPECIAL ABILITIES
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Acrobatics (Jump) +8 (Ex) You gain the specified bonus to acrobatics checks made to jump.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.