About Hintal Hannibun
Hintal Hannibun
Background
Hintal has been a resident of Ptolus for his whole life - it's really all that he knows. His parents and most of his fourteen siblings are in some facet of the woodworking trade. Two brothers are wheelrights. Three are shipbuilders. Two sisters have their own business making fine-quality furniture for the wealthy. Two of his eldest brothers, and Hintal (third youngest in the brood), have deviated from the family trade and have taken up the work of alchemy. He spends most of his time in their shop selling goods, learning the business, and generally trying his best to help them make a profit. You'll find the various family shops (and homes) in Midtown, nearer the Guild district.
Hintal's curiosity is the one thing that his family would change if they could. His fascination with just about anything of any complexity was enough to send him off on random tangents for hours at a time. It doesn't help his productivity at work when Hintal is rapt in the spiral patterns leaves make when caught in the breezes trapped in an alleyway. At other times he would gaze for hours at the cloud formations over the horizon or the fascinating, flowing patterns that flocks of birds would make as they followed the wind.
It came as no surprise to his brothers when he first released a bolt of electricity in the back of the shop one day. With some guidance, some careful experimentation, a large volume of burn salve, Hintal finally gained some rudimentary control over what he could do. Hintal, even now, is still coming to grips with what he can do, and what he cannot do.
Hintal
Male Gnome Sorcerer 1
Neutral Small Humanoid (gnome)
Init +4
Senses Low-Light Vision; Perception +1 (+2 smell/touch based Perception checks)
Languages Common, Gnomish, Sylvan, Draconic, Elvish, Goblin
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DEFENSE
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AC 19, touch 15, flat-footed 15 (mage armor +4, dex +4, size +1)
hp 9 (d6+3); current 9
Fort +3, Ref +4, Will +5
Combat Maneuver Resistance -1
Illusion Resistant +2 saving throw vs illusion spells/effects
Defensive Training +4 dodge bonus to AC against monsters of giant type
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OFFENSE
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Speed 20'
Melee Gnome Hooked Hammer +1 (1d6/1d4)
Ranged Elemental Ray +6 (d6 electricity, 30' ranged touch attack)
CMB -1
Space 5'; Reach 5'
Special Attacks
Hatred +1 attack vs Humanoid(reptile) and Humanoid(goblin)
Spells Known (CL 1)
Cantrips (4 known, at will, CL 1, DC 14): Detect Magic, Mage Hand, Message, Read Magic
Level 1 (2 known, 3+1/day, CL 1, DC 15): Color Spray, Mage Armor
Spell-like Abilities (CL 1)
Gnome Magic (1/day, CL 1): Dancing Lights (DC 14), Ghost Sound (DC 14), Prestidigitation (DC 14), Speak with Animals (DC 15)
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STATISTICS
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Str 10 (+0), Dex 18 (+4), Con 16 (+3), Int 17 (+3), Wis 13 (+1), Cha 19 (+4)
Feats Eschew Materials, Point Blank Shot
Skills Bluff +8, Craft (alchemy) +9, Diplomacy +5, Kn (arcana) +7, Spellcraft +7, Stealth +8, Use Magic Device +8
(2 class + 3 Int + 1 Favored Class ranks: one rank into each, Bluff, Craft, Kn (arcana), Diplomacy, Spellcraft, and UMD)
Possessions
Starting Gold: 120 gp
Backpack (2g)
Gnome hooked hammer (20g)
Blanket (.2g)
belt pouch (1g)
Tindertwig x5 (5g)
Sunrod x2 (4g)
Rations x5 (2.5g)
Class Abilities
Sorcerer Bloodline: Elemental (Air)
Feat: Eschew Materials
Bloodline Power: Elemental Ray (Su): 30 ranged touch attack d6 +1/2 levels electricity damage.
Proficient with all simple weapons.
Racial Abilities
Low Light Vision
Small size: (+1 AC, +1 attack, +4 stealth)
Keen Senses: (+2 smell/touch based Perception checks)
Obsessive: +2 on Craft(alchemy)
Illusion Resistant (+2 saving throw vs illusion spells/effects)
Gnome Magic: +1 DC to all illusion spells cast. Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals (1/day, CL 1, DC 10 + spell level + CHA mod)
Weapon Familiarity: proficient with all gnome weapons (gnome hooked hammer)
Hatred: +1 attack vs Humanoid(reptile), Humanoid(goblin).
Defensive Training: +4 dodge bonus to AC against monsters of giant type.
Favored Class: Sorcerer (level 1->1 skill point)