About Hallingtom Gemlofter
HALLINGTOM GEMLOFTER CR 1/2
Black Motes 6/7
AC 13, touch 13, flat-footed 11. . (+2 Dex, +1 size)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +2
Defensive Abilities Defensive Training
Spd 20 ft.
Melee Quarterstaff +2 (1d4+1/20/x2) and
. . Unarmed Strike +2 (1d2+1/20/x2)
Ranged Sling +3 (1d3+1/20/x2)
Special Attacks Black Motes (7/day) (DC 14)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Sorcerer (Wildblooded) Spells Known (CL 1, +2 melee touch, +3 ranged touch):
1 (4/day) Color Spray (DC 16), Shocking Grasp
0 (at will) Haunted Fey Aspect (DC 15), Read Magic (DC 14), Detect Magic, Jolt
Str 12, Dex 14, Con 12, Int 10, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Combat Casting, Eschew Materials
Skills Craft (Jewelry) +6, Escape Artist +3, Fly +4, Perception +2, Spellcraft +4, Stealth +6, Use Magic Device +8
Languages Common, Gnome, Sylvan
SQ Hatred +1, Illusion Resistance, Void-Touched
Combat Gear Bullets, Sling (10), Quarterstaff, Sling; Other Gear Alchemist's Fire Flask (2), Artisan's tools: Craft (Jewelry), Backpack (empty), Bedroll, Case, map or scroll (empty), Ink (1 oz. vial, black), Inkpen, Paper (sheet) (10), Rations, trail (per day) (5), Waterskin
Wealth 12 GP
1 Potion Cure Light Wounds
Black Motes (7/day) (DC 14) (Sp) 5'w x 30'h column inflicts 1d4 cold damage (Ref negates).
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 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Void-Touched The darkness between the stars calls to you.
Associated Bloodline: Starsoul**.
Bloodline Arcana: Whenever you cast an evocation spell, you may select one affected target that fails its save to suffer the choking airlessnes
As Tom enters the gates of Kaer Maga, he looks around in amazement. Certainly nothing like Irrere.
His mind wanders back to his home in the Steaming Sea. He heard tales all through his childhood of his uncle Bibblebramble's exploit traveling the stars. He spent many nights on the roof of his small home, staring up into the sky. He wasn't drawn to the stars themselves, but to the great blackness in between. There must be many wonders in that vast gulf. He wasted time each day playing trick with illusion on friends, and making odd jewelry to sell to the visitors come to see the monks. One day a traveler saw his work and decided he didn't have to pay. He shoved the little gnome on the ground and walked away. The anger built up inside him and suddenly the man was pummeled by little black rocks that gave of an aura of intense cold. The man grew angry and started to attack. Luckily for Tom, a contingent of gnome guards came round the corner, and stopped the man. Tom realized he had great power inside him, and felt it came from his connect to the stars, or rather the void between them. It was at that time he decided that he would make his way there one day. He gathered his stuff, stowed away on a boat, and then a caravan. A few weeks later, he found himself here.
Well Tom, you certainly gotten yourself into the deep this time. Oh well, time to make the most of it. With that, Tom enters the sprawling city, sprawling to him anyway, and starts to whistle a happy tune, pulls out a necklace he made and heads to what appears to be the local market.