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Mynafee Gorse

Glimmil's page

1,905 posts. Alias of wakedown.


Full Name

Glimmil Cobwaddle III

Race

Steinneblin (Rock Gnome)

Classes/Levels

Paladin 15/Cavalier 1

Gender

M

Size

3'7" (42 lbs)

Age

49

Alignment

LG

Deity

Garl Glittergold

Location

Cauldron

Languages

Gnome, Common, Sylvan

Occupation

Cobbler / Hero of Cauldron / Romancer

About Glimmil

HP: 175/175
AC: 35

Spells:
1) [ ] Divine Favor [ ] Grace [ ] Hero's Defiance [ ] Lesser Restoration [ ] Word of Resolve
2) [ ] Paladin's Sacrifice [ ] Litany of Righteousness [ ] Saddle Surge
3) [ ] Litany of Sight [ ] Sky Steed [ ] Sky Steed
4) [ ] Angelic Aspect, Greater [ ] Restoration

Smite Left: 5/5
Lay Hands Left: 13/13 (7d6, +1d6 if no mercy used)
Cavalier Challenge Left: 1/1

**
Glimmil
Male gnome cavalier (gendarme) 1/paladin 15 (Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Ultimate Combat 37)
LG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +1
Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.)
--------------------
Defense
--------------------
AC 35, touch 15, flat-footed 33 (+12 armor, +2 deflection, +2 Dex, +4 natural, +4 shield, +1 size)
hp 175 (16d10+75)
Fort +26, Ref +18, Will +19; +2 vs. illusions, +1 Morale bonus when threatening the target of your challenge
Defensive Abilities evasion, fortification 50%; Immune charm, disease, fear
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee +1 holy gnome hooked hammer +22/+17/+12/+7 (1d6+7/19-20/×3/×4 plus 2d6 vs. evil) or
. . +1 lance +22/+17/+12/+7 (1d6+7/×3)
Ranged +1 adaptive darkwood composite longbow +20/+15/+10/+5 (1d6+5/×3)
Special Attacks challenge 1/day (+1 damage, +1 to saves while threaten), channel positive energy 6/day (DC 23, 8d6), smite evil 5/day (+6 attack and AC, +19 damage)
Spell-Like Abilities (CL 16th; concentration +22)
. . 1/day—dancing lights, ghost sound (DC 17), prestidigitation, speak with animals
Paladin Spell-Like Abilities (CL 12th; concentration +18)
. . At will—detect evil
Paladin Spells Prepared (CL 12th; concentration +18)
. . 4th—greater angelic aspect, restoration
. . 3rd—litany of sight[UC], sky steed (2)
. . 2nd—holy shield[UM], litany of righteousness[UC], paladin's sacrifice[APG] (DC 18), saddle surge[APG]
. . 1st—divine favor, grace[APG], hero's defiance[APG], lesser restoration, word of resolve[UM]
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 18, Int 10, Wis 8, Cha 22
Base Atk +16; CMB +19; CMD 33
Feats Boon Companion, Divine Interference[UM], Furious Focus[APG], Greater Mercy[UM], Improved Critical (gnome hooked hammer), Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge
Traits collector
Skills Acrobatics +1 (-7 to jump), Bluff +10, Diplomacy +10, Disable Device +27, Handle Animal +10, Linguistics +1, Perception +1, Ride +16; Racial Modifiers +2 Perception, star's skills
Languages Celestial, Common, Gnome, Sylvan
SQ divine bond (mount), gnome magic, lay on hands 13/day (7d6), master tinker, mercies (blinded, diseased, fatigued, paralyzed, poisoned), mount (celestial wolf named Cog), order of the star
Combat Gear cold iron arrows (50), pearl of power (1st level) (2), potion of darkvision, potion of remove blindness/deafness; Other Gear celestial plate armor, +2 fortification (moderate) heavy steel shield, +1 adaptive darkwood composite longbow, +1 holy gnome hooked hammer, +1 lance, amulet of natural armor +4, belt of physical perfection +2, bracers of the avenging knight, cloak of resistance +5, glove of storing, goggles of minute seeing, handy haversack, headband of alluring charisma +4, ring of evasion, ring of protection +2, winged boots, masterwork thieves' tools, 50 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Faith (10 ft.) (Su) Attacks by allies in range bypass DR as good-aligned.
Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Collector (Disable Device) If have collection within 5 ft gain +2 trait bon to selected skill.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fortification 50% You have a chance to negate critical hits on attacks.
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (7d6 hit points, 13/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Master Tinker You are proficient with any weapon you have personally crafted.
Mercy (Blinded) (Su) When you use your lay on hands ability, it also removes the blinded condition.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Paralyzed) (Su) When you use your lay on hands ability, it also removes the paralyzed condition.
Mercy (Poisoned) (Su) When you use your lay on hands ability, it also neutralizes poisons, as per the neutralize poison spell at a caster level of your Paladin level.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Paladin Channel Positive Energy 8d6 (6/day, DC 23) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Potion of remove blindness/deafness Add this item to create a potion of a chosen spell.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Ride-By Attack You can move - attack - move when charging mounted.
Ring of evasion No damage if you succeed on a Reflex save for half damage.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Smite Evil (5/day) (Su) +6 to hit, +19 to damage, +6 deflection bonus to AC when used.
Spirited Charge Double damage when making a mounted charge (triple with a lance).
Star's +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 to all saves while threatening your target.
Star's Skills +1 (Ex) +1 to Knowledge (Religion) checks relating to chosen faith.
Winged boots (3/day) Fly as spell for up to 5 minutes. +4 to fly checks.

**

Cog
Male celestial wolf (Pathfinder RPG Bestiary)
N Medium animal
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 31, touch 16, flat-footed 25 (+3 armor, +5 Dex, +1 dodge, +12 natural)
hp 117 (+52)
Fort +12, Ref +14, Will +5 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion; DR 10/evil; Resist acid 15, cold 15, electricity 15; SR 27
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +17 (1d6+7)
Special Attacks smite evil
--------------------
Statistics
--------------------
Str 19, Dex 22, Con 18, Int 6, Wis 12, Cha 6
Base Atk +9; CMB +13 (+15 bull rush); CMD 30 (32 vs. bull rush, 34 vs. trip)
Feats Dodge, Improved Bull Rush, Lunge, Nimble Moves, Power Attack, Weapon Finesse, Weapon Focus (bite)
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Detect, Down, Flank, Guard, Heel, Maneuver (Bull Rush), Stay, Track
Skills Acrobatics +16 (+24 to jump), Escape Artist +6, Fly +10, Perception +5, Survival +2; Racial Modifiers +4 to survival when tracking by scent
SQ attack any target, combat riding, detect, devotion, flank, improved evasion, maneuver, multiattack / extra attack, stay, track
Other Gear chain shirt, studded leather, amulet of mighty fists +1
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect [Trick] Indicates unusual smells, noises, etc.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Energy Resistance, Acid (15) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (15) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (15) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) No damage on successful reflex save.
Flank [Trick] Attempts to attack and flank indicated enemy.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
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.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Maneuver [Trick, Bull Rush] Attempts specified maneuver against target.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Smite Evil (1/day) (Su) +0 to hit, +13 to damage when used.
Spell Resistance (27) You have Spell Resistance.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
Trip (Ex) You can make a trip attempt on a successful attack.

**

Appearance:

Standing a "towering" 3 feet-7 inches, Glimmil wears the ever-proud smile of a Gnomish protector of the multiverse.

Hardly ever found without wearing his highly polished armor and war helm, the young gnome takes tremendous pride in the reflective qualities of his armor, obsessing over every mar or dulled inch of it's surface. Proper gilded attire out of financial reach, Glimmil accents his armor with a rather large, garish pleated belt made of gold-hued silk.

Glimmil's hair is a sandy blonde/brownish color, and he maintains well-groomed sideburns, lest he be confused with a simple human boy.

Personality and Motivations:

Glimmil is courageous and bold, yet also foolish and overzealous. He has no indication at all that he may be unwise, instead truly believing that he is destined for greatness, and no harm can befall him as long as he strives to do great things.

As such, the young gnome will turn down no opportunity to achieve greatness, seeing even an old woman's lost cat as an opportunity to prove his merit as a "knight in shining armor."

He also knows he must not only prove his worth in courageous deeds, but Garl Glittergold will expect witty banter and bravado from the young hero. Unfortunately for the rest of the world standing within an earshot, Glimmil is just not that clever.

Glimmil, like many gnomes, is also persistent and obsessive, rarely taking "no" for an answer.

Campaign Background:

Born third in the line of a reputable gnomish family of Cauldron cobblers, Glimmil towers over his father and grandfather before him, standing a full four inches taller than either. Once Glimmil realized what a towering monster he was, he knew he was destined for truly great things.

Glimmil appears to be the first Glimmil in over a century that will not be following Cobwaddle tradition and taking up the shoe, instead leaving the family business to his younger brothers, the twins Glimwik and Glimzig. Those two youths, so naive and young, unlike the wisened Glimmil (or so he thinks of himself), have true shoemaker's "soles" (or so Glimmil jokes, pun far too intentionally intended).

At a young age, Glimmil taught himself how to break into the elder Glimmil's locked cabinet where the family weapons were kept. In this way, he could sneak his hands onto them and practice for hours at end in front of the mirror. After tiring himself out, he would them move on to practicing the speeches he would give the grateful citizens he single-handedly saved, the compliments he would give the blushing maidens, and finally the witty insults he would inflict on the poor manacled prisoners he disarmed.

Traits:

Excitable: You demand that everything must happen right now, no matter what, and are too impatient to wait for everyone else to catch up. You finish people’s sentences, blurt out the punch lines to slowly-told jokes, rarely make plans, and leap headlong into anything that looks like it might get interesting. While this has sometimes gotten you in trouble, it’s also trained you to start moving a split second before everyone else, and that’s saved your hide a few times as well. You gain a +2 trait bonus on all Initiative checks.

Collector: You have a small, bizarre collection of apparently worthless items, such as rusty nails, animal droppings, clockwork cogs, or bent spoons. You find this strange menagerie useful in ways no non-gnome could understand. Seeking new items to add to this collection is endlessly fascinating to you, and while no one else may understand why a Chelish horsenail is worthy to add to your collection when a
dwarven wheelbarrow nail is not, it all makes sense to you. Select one of the following skills: Craft (any one), Disable Device, Escape Artist,
Perform (any one), or Spellcraft. Whenever you have your collection within 5 feet of you, you gain a +2 trait bonus on all checks made with the selected skill. Once this skill has been selected, it cannot be changed, nor can you gain it for any other collection you begin amassing.

Chosen Skill: Disable Device

Gnomish Traits:

Speed 20'
Low-Light Vision
1x/day - dancing lights, ghost sound, prestidigitation, speak with animals
Illusion resistance: +2 saves vs illusions
Keen Senses: +2 on Perception
Obsessive: +2 on a Craft or Profession check
Weapon Familiarity: Gnome weapons
Languages: Common, Gnome, Sylvan
Master Tinker: +1 on Disable and Knowledge (Engineering)

Gave up:
Hatred: +1 vs reptilian and goblins
Defensive Training (+4 AC vs Giants)

Money Log:

Starting: 51g, 1s, 7c
Day 1 Share: 32g, 5s
Day 2 Share: 276g 6s 8c +25g (Atol Loan)
Day 2 Sales: Scale Mail +25g
Day 2 Purchases: -250g (banded mail), -165g 3s (puppy, saddle, biscuits)
Day 3 Share: 150g (Repay Atol -25g)
Day 2 Sales: Banded mail (125g)
Day 4 Share: 240 3s 4c
Day 5 Share: 1500g (1315.25g+293.3g=1608? math wrong?)
Day 5 Purchases: +1 Shield (with engravings) -1200g
Day 5 Sales: Heavy Steel Shield +10g
Day 5.5 Purchases: Studded Leather Barding, Small Lance -60g
Day ? Purchases: Small Silver Longsword -105g
Day ? Share: 916g (banded/masterwork items split)
Day ? Share: 3865g (coins, triel's gear)
Day ? Purchases: Shield, Chainmail barding, scrolls -325g
Day ? Chris stats Glim has 6351gp
Day 23 Glimmil orders +1 hook hammer and belt of strength (-6000gp), down to 351gp
Day 24? Purchases: 2 puppets -5gp, now at 346gp Purchases masterwork small lance -310gp. Sells Cog's old studded barding & old lance +28g
TOTAL: 64gp


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