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About Gimble BoddynockBACKGROUND:
Gimblethorp Boddynock ('Gimble' to his Big Folk friends) led a quiet, sheltered life in the idyllic gnome community of Sipplerose in the Sanos Forest. Gimble spent his formative years studying the arcane arts of the illusionist, with the goal of one day becoming one of the community's guardians like his parents. However, a part of him secretly wished to travel the world like his uncle, Dimbleshanks Boddynock, a member of the famous (or infamous) Pathfinder Society. As the years of his training came to a close, Gimble found this desire to run away and see the world becoming more and more attractive. Within two days of finishing his apprenticeship, Gimble gave into his wanderlust and set out for a life of adventure, promising to send word to his parents of all the wonders he would encounter. Upon leaving the Sanos Forest, Gimble fell in with a wandering clan of Varisians near the town of Nybor. The group took a liking to the affable young gnome, and he has spent the past few months traveling with the band across Varisia, taking in the sights with wide-eyed wonderment. Now the caravan has arrived in the town of Sandpoint looking to trade art and curios from their travels and to entertain and perform small jobs before heading out to wherever the road may lead them next. DESCRIPTION:
Age: 49 Height: 3'-2" Weight: 42 lbs Gimble is a dashing, debonair young gnome, with stylishly mussed blond hair and a roguish goatee. A birthmark in the shape of a butterfly covers the back of his right hand. His gnomish good looks belie his air of innocence and total wonderment with the world around him, as this is the first opportunity he has had to travel beyond his people's hidden settlement. What little he knows of the world's dangers is derived from his voracious reading habit, and not from any real experience. He is quick to trust and make friends. GAME STATISTICS XP: 1,435
AC: 13 (10 + 2 Dex + 1 Size); 17 w/ Mage Armor
HP: 20 [2x(d6+Con+favored class) + 4(racial)]
Combat:
BAB: +1; CMB: -1; CMD: 11
Melee Touch Attack Spells: +1 to Hit (+1 BAB - 1 Str + 1 size) Dagger: +1 to Hit; Damage 1d3-1; crit 19-20/x2 Ranged Ranged Attack Spells: +4 to Hit (+1 BAB + 2 Dex + 1 size) Light Crossbow: +4 to Hit; Damage 1d6; crit 19-20/x2; 80 ft range Dagger +4 to Hit; Damage 1d3; crit 19-20/x2; 10ft range Combat Modifiers:
Skills:
Skill Ranks Per Level: 2 + 4 (Int)
• Acrobatics +2 (0 ranks + 2 Dex) • Appraise +8 (1 rank + 3 class + 4 Int) • Bluff +1 (0 ranks + 1 Cha) • Diplomacy +1 (0 ranks + 1 Cha) • Knowledge (arcana) +8 (1 rank + 3 class + 4 Int) • Knowledge (dungeoneering) +8 (1 rank + 3 class + 4 Int) • Knowledge (engineering) +8 (1 rank + 3 class + 4 Int) • Knowledge (geography) +8 (1 rank + 3 class + 4 Int) • Knowledge (history) +8 (1 rank + 3 class + 4 Int) • Knowledge (nature) +8 (1 rank + 3 class + 4 Int) • Knowledge (planes) +8 (1 rank + 3 class + 4 Int) • Linguistics +9 (2 ranks + 3 class + 4 Int) • Perception +2 (0 ranks + 0 Wis + 2 race) • Sense Motive +0 (0 ranks + 0 Wis) • Spellcraft +9 (2 ranks + 3 class + 4 Int) +2 bonus on checks made to identify, learn, and prepare Illusion spells -5 penalty on checks made to identify, learn, and prepare Ench. and Necro. spells • Stealth +6 (0 ranks + 2 Dex + 4 size) Languages: Common, Gnome, Sylvan, Draconic, Elven, Giant, Goblin, Thassilonian, Varisian Feats:
• Scribe Scroll - Create magic scrolls. (Wizard 1st level bonus) • Spell Focus (Illusion) - +1 bonus on save DCs for Illusion spells. (1st level) Traits:
• Birthmark - You gain a +2 trait bonus on all saving throws against charm and compulsion effects. • Skeptic - You gain a +2 trait bonus on all saving throws against illusions. Racial Abilities:
• +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. • 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: Creates torches or other lights. -> Ghost Sound: Figment sounds. [Will DC 13] -> Prestidigitation: Performs minor tricks. -> Speak With Animals: You can communicate 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. • Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. Wizard Class Features:
Arcane Bond - Bonded Object (Ring):
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school). If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. Arcane School (Illusion):
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. Gimble’s opposition schools are Enchantment and Necromancy. Cantrips:
Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots. Scribe Scroll:
At 1st level, a wizard gains Scribe Scroll as a bonus feat. Bonus Feats:
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. Spellbooks:
A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own. Illusion School Powers:
Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes. 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. Invisibility Field (Sp): At 8th level, you can make yourself invisible as a swift action for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility. Gimble’s Spellbook:
0-LEVEL WIZARD SPELLS (CANTRIPS) Abjuration --Resistance: Subject gains +1 on saving throws. Conjuration --Acid Splash: Orb deals 1d3 acid damage. Divination --Detect Poison: Detects poison in one creature or small object. --Detect Magic: Detects spells and magic items within 60 ft. --Read Magic: Read scrolls and spellbooks. Evocation --Dancing Lights: Creates torches or other lights. --Flare: Dazzles one creature (–1 on attack rolls). --Light: Object shines like a torch. --Ray of Frost: Ray deals 1d3 cold damage. Illusion --Ghost Sound: Figment sounds. Transmutation --Mage Hand: 5-pound telekinesis. --Mending: Makes minor repairs on an object. --Message: Whispered conversation at distance. --Open/Close: Opens or closes small or light things. Universal --Arcane Mark: Inscribes a personal rune (visible or invisible). --Prestidigitation: Performs minor tricks. 1ST-LEVEL WIZARD SPELLS
Spells Per Day: 4/4/-/-/-/-/-/-/-/- Spells Prepared:
Gear:
Starting Gold: 120 gp • Bonded Object (Ring) • Traveler's Outfit [1 gp, 1.25 lbs] • Dagger x2 [4 gp, 0.5 lb each (1 lb total)] • Light Crossbow [35 gp, 1 lb] --Bolts x10 [1 gp, 0.25 lb] [-0 used] • Backpack [2 gp, 0.5 lb] --Spellbook [15 gp, 3 lbs] --Scroll Case [1 gp, 0.5 lb] --Parchment, 10 sheets [2 gp] --Ink Vial & Quill [8 gp] --Bedroll [1 sp, 1.25 lbs] --Trail Rations (4 Days)[ 2 gp, 1 lb] [][][][] --Waterskin (Full) [1 gp, 1 lb] --Bolts x10 [1 gp, 0.125 lb] • Spell Component Pouch [5 gp, 2 lbs] --Scroll: Comprehend Language [12.5 gp, personally scribed] --Scroll: Disguise Self [12.5 gp, personally scribed] --Scroll: Expeditious Retreat [12.5 gp, personally scribed] • Belt Pouch [1 gp, 0.125 lb] --2 gp, 6 sp Total: 13 lbs (Light) Carrying Capacities: 19.5 lbs / 20-40 lbs / 40.5-60 lbs |
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