| AC 15/15/13 [19/15/17 with MA] +4 vs Giant type; HP 26/26; F/R/W 3/4/6 +2vs illushns; Prcp +4; Init +6;
Gnome Fey-Blood Sorcerer/4
Small 3'5", 40lbs
Common, Gnome, Dwarven
About Kibibblepep Sparkle Eye
Currently playing in:
Perception +4, Low-light vision
Fort:+3 ;Ref:+4 ;Will+6 (+1 Luck included-Feat)
*+2 vs Illusions*
AC:=15  (10 +2 Dex +1 Size +1 Luck +1 Cloak) [+4 Mage Armor]
Touch AC 15  Flat-Footed 13 
HP: 26 (4d6+2+0 fav class) Current HP: 26
CMD:13 (+2 BAB +2 Dex -1 Size)
*+4AC vs Giant type*
BAB:+2; CMB:+2; Init: +6
Melee: MW Spear +4 (1d6, /20x3, P) brace, reach 10'
Ranged Touch: Spell +5 (+1 <30')
Ranged:MW Sling +6 (+6) (1d3(+1) 20x2, B) 50',(20 bullets in bag)
Melee Touch: Laughing Touch +2 (only take move action for 1 round) 6/6 day
Concentration: +7 (+4 lvl, +3 Chr mod)
Feats: Luck of Stonecrusher: you gain +1 to AC (touch and flatfooted too), and you gain +1 to all saves. If you die, there is a small chance the dwarven gods will intervene and save you. If this happens, you lose all benefits of this feat. This feat can only be chosen at first level.
Improved Initiative Point Blank Shot
(Ranks + class skill + ability + Miscellaneous = total) CS=Class Skill
12 Points (2 (2+0 Int Mod)* (4 lvl) + 4 (Fav Class bonus) ) *ACP 0
Bloodline Power-Fey: You are more emotional than most, prone to bouts of joy and rage.
Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.
Laughing Touch: At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.
Woodland Stride (Ex):You can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
-Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant subtype.
-Fey: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
-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.
*Compulsion Spells, increase the spell's DC by +2-Included*
Cantrips DC14: Acid Splash, Daze (DC16), Detect Magic, Message, Light, Prestidigitation(unlimited)
Level 1 DC15: Mage Armor, Grease, Silent Image, Bonus Spell: Entangle(4/7 per day left)
Level 2 DC16: Summon Monster II (4/4 per day left)
PLUS RACIAL SP:
Dancing Lights 1/1
Ghost Sound 1/1
Speak with Animals 1/1
(Plus Scrolls, Wands, Potions etc-See Gear!)
Gear on Person: MW, Short Spear, MW Sling, Cloak of Protection, Wand of Knock (8), Scroll Case= 3 Identify & 2 Blindness/Deafness, 2 Flasks of Acid, Handy Haversack, Hand of the Mage, Wands:
ITEMS Prices & Abilities:
ON PERSON or in BELT POUCH 1gp
MW, Short Spear,
Cloak of Protection
Headband of Chr +2 6000
Rod of Enlarge 4500
Hand of the Mage 1350
Handy Haversack 3000
Wand of Protection from Evil (25) 562.5
Wand of Enlarge Person (8) 225 Close, 1 min/lvl, +1 hit/dam (plus weapon size), -2AC
Wand Rope Trick (9) 225
Wand Mirror Image (10) 225
Wand of Knock (8)
Wand of Web (5) 225
Wand Fog Cloud (9) 225
Wand of Shield (10) 225
Wand of Invisibility (9) 1300
Wand Scorching Ray (8) 1300
Wand of Fireball (7 charges) 3375
Prot. from Chaos / Evil / Good / Law
Protection From Arrows DR10/magic vs ranged
Aspect of the Falcon
[ooc ][b ]Round 4, Init 6, Altitude 40'[/b]
AC , HP
Arcane Pool: 7/10
Spells: Lv1:5, Lvl2:6, Lvl3:3[/ooc]
Concentration Magic Missile DC17:[dice]1d20+15[/dice]
Spell Strike Attack:[dice]1d20+14[/dice] to Hit [dice]1d6+4+1d6+7d6[/dice] Damage
Melee Attack:[dice]1d20+14[/dice] to Hit [dice]1d6+4+1d6[/dice] Damage
Hasted extra melee attack:[dice]1d20+14[/dice] to Hit [dice]1d6+4+1d6[/dice] Damage