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Gimble

Maestro Gelikugel Aberwhinge's page

416 posts. Alias of PbemDM.


Full Name

Maestro Gelikugel Aberwhinge

Race

gnome

Classes/Levels

Sorcerer 5 (maestro bloodline) HP: 29/38 AC: 13/13/11 F+3 R+3 W+4

Gender

Male

Size

S

Age

50

Special Abilities

Low-Light Vision, Beguiling Voice (Ex, 6/day), Fascinate (1/day)

Alignment

CG

Deity

Desna

Location

Lately of Magnimar

Languages

Common, gnome, Sylvan and Polyglot (trait)

Strength 10
Dexterity 14
Constitution 14
Intelligence 11
Wisdom 10
Charisma 16

About Maestro Gelikugel Aberwhinge

4 Hero Points

Speed: 20'

HP: 38 (+2 con, +1 favored class/lvl)

AC: 13 (+1 size, +2 dex)
Touch: 13 FF: 11
+4 dodge v giant subtype (race)

Saves
Fort: +3 Ref: +3 Will: +4
+2 v illusion (race)
+1 v Will saves against compulsion effects (boon)
+1 v charm or language-dependent effect (boon)

Attack: +2 BAB, +1 (size)
+1 v humanoid creatures of the reptilian and goblinoid subtypes
CMB: -1 (size) CMD: -1 (size)

Longspear (masterwork, +1 attack) 1d6 x3 9 lbs. P
Dagger 1d3 19–20/x2 10 ft. 1 lb. P or S
Crossbow, light 1d6 19–20/x2 80 ft. 4 lbs. P

Traits:
Boarded in Varisia (SS Campaign): +1 CL for spells with the mind-affecting descriptor v creatures and natives of the jungle.
Etymologist (Gnome, Social): +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.

Feats:
Scribe Scroll
Nimble Moves: Move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.
Point-Blank Shot: +1 attack and damage with ranged weapons at ranges of up to 30 feet.

Skills (10):
Craft - books (+2 race)
Diplomacy (2 ranks +3= +5)
Knowledge - arcana (3 ranks +3 = +6)
Linguistics (+1 trait)
Perception (+2 race)
Perform - oratory (2 ranks +3 cha +3 = +8)
Spellcraft (3 ranks +3 = +6)
Stealth (+2 dex, +4 size)

Bloodline Powers:
Beguiling Voice (Ex, 6/day, DC 13): At 1st level, you can use the sound of your voice to lull a target creature into taking no action. This ability acts as the daze spell, except it is language-dependent, has a duration of 1 round, and affects a living creature whose Hit Dice do not exceed your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
As Daze: School - enchantment (compulsion) [mind-affecting] Range close (25 ft. + 5 ft./2 levels)
Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

Fascinate (Ex, 1/day, DC 14): At 3rd level, you gain the ability to use a Perform skill to cause one or more creatures to become fascinated with you. This acts as the fascinate bardic perform ability, except the save DC is 10 + 1/2 your sorcerer level + your Charisma bonus, and it lasts 1 round/level. You may use this ability once per day at 3rd level, twice per day at 8th level, three times per day at 13th level, and four times per day at 18th level.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Fascinated

A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature's ally may shake it free of the spell as a standard action.

Spells:
+1 DC for illusion spells cast (race)
+1 CL for spells with the mind-affecting descriptor v creatures and natives of the jungle (trait)
+1 CL for verbal component only spells (bloodline)
1/day —
Dancing Lights (LVL 0, School - evocation [light]; Range medium (100 ft. + 10 ft./level))
Effect - Up to four lights, all within a 10-ft.-radius area, Duration 1 minute
Ghost Sound (DC 14, LVL 0 - School illusion (figment); Range close (25 ft. + 5 ft./2 levels))
Effect - illusory sounds, Duration 1 round/level, Saving Throw - Will disbelief; Spell Resistance no
Prestidigitation (LVL 0 - School universal; Range 10 ft., Duration 1 hour)
Effect - lift 1 pound of material; color, clean, or soil items in a 1-foot cube each round.
It can chill, warm, or flavor 1 pound of nonliving material.
Prestidigitation can create small fragile objects, but they look crude and artificial.
Speak with Animals (LVL 1 - School divination, Duration 1 min./level)

0th LVL (6 known)
Detect Magic (School divination; Range 60 ft. cone - Duration concentration, up to 1 min./level)
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
Read Magic (School divination, Duration 10 mins.)
identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Light (School evocation [light]; Duration 10 min./level)
Prestidigitation
Ray of Frost (School evocation [cold]; Range close (25 ft. + 5 ft./2 levels) Spell Resistance yes)
ranged touch attack 1d3 points of cold damage

1st LVL (7/day, 3 known)
Color Spray (DC 15 [16 for jungle creatures], School - illusion (pattern) [mind-affecting]; Range 15 ft. cone-shaped burst, Saving Throw Will negates; Spell Resistance yes
2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round.
Mage Armor (School - conjuration (creation) [force]; Range - touch, Duration 1 hour/level)
+4 armor bonus to AC.
Vanish (School illusion (glamer) Range touch Duration 1 round/level (up to 5 rounds)

ventriloquism (bloodline) School illusion (figment); Range close (25 ft. + 5 ft./2 levels) Duration 1 min./level (D) Saving Throw Will disbelief (if interacted with);
You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).

2nd LVL (5/day, 2 known)

Glitterdust (100 ft. + 10 ft./level, 10-ft.-radius spread, 1 round/level
Saving Throw Will negates (blinding only); Spell Resistance no
creatures to become blinded and visibly outlining invisible things for the duration of the spell.
Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.

hideous laughter (bloodline, compulsion [mind-affecting]; 25 ft. + 5 ft./2 levels, one creature; 1 round/level
collapses into gales of manic laughter, falling prone, can take no actions while laughing, but is not considered helpless.
On the creature's next turn, it may attempt a new saving throw to end the effect (full round action).
If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration.
A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't "translate" well.)

Spontaneous Immolation (100 ft. + 10 ft./level, one creature, Fortitude half and Reflex)
You point your finger at a creature, causing it to spontaneously burst into flame. The target takes 3d6 points of fire damage and catches on fire. A successful Fortitude save reduces this damage by half and prevents the target from catching on fire. Each round on your turn, a burning target can attempt a new save to extinguish the flames (DC equal to the DC of the spell); otherwise it takes another 1d6 fire damage.

red pearl cannibal necklace, dagger on belt, dagger in spring loaded wrist sheath, light crossbow, 20 bolts, waterskin, belt pouches (2), scroll case, inkpen and ink, paper 20 sheets, twine
masterwork mold-man spear
Wand of Mirror Image 3 charges (School illusion (figment); Range personal, Duration 1 min./level) 1d4+1 images
if the attack misses by 5 or less, one of your figments is destroyed by the near miss
Area spells affect you normally and do not destroy any of your figments.
Wand of Vampiric Touch (7 charges)
a card from a variant Deck of Illusions(peryton)
antitoxin
potion of CLW
lesser restoration potion
2 flasks of oil
1 cure light wounds potion
1 smokestick
1 tanglefoot bag

small diamond (400 gp)
-333 sp each
-2880 gp each
-11 pp each
-83 gp worth of gems each

scroll making materials (vellum, ink, etc,) as his share of the Iomedae windfall. Is 600gp in materials about right? That would be enough to scribe 12 1st level scrolls. I'll let you know what Gelik scribes as he goes.

Gelik boarded the Jenivere at Magnimar in something of a rush—when a local
merchant discovered that Gelik had sold him a fake Thassilonian relic (a
practice that has resulted in his poor standing in the Pathfinder Society),
things quickly got out of hand and the Magnimar city guard became involved.
After losing his pursuers in a market, Gelik found himself at the docks and,
knowing that his welcome in Magnimar was over, secured passage on the first
ship out of town he could—the Jenivere.

Checking in at 3'2" tall, with light brown skin, sunflower yellow hair and a neatly trimmed goatee, Gelik cuts a flamboyant gnomish figure. He wears snug-fitting brown breeches with matching waistcoat, and a white open-necked shirt with wide sleeves. He seems to wear a perpetual smirk, and carries himself with the air of a performer who fancies himself always on stage. Gelik travels light, carrying only a light crossbow slung over his shoulder, a quiver of bolts belted to his hip, a slim dagger, and a few belt pouches.


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