Arnistolientar Popswicker

Vhailor Falk's page

853 posts. Alias of Mark Sweetman.


Full Name

Vhailor Falk

Race

Gnome

Classes/Levels

Wizard (Familiar Adept) 3

Strength 10
Dexterity 13
Constitution 15
Intelligence 17
Wisdom 15
Charisma 16

About Vhailor Falk

Current Notes: 22/22 HP, 6/6 Binding Darkness
Cantrips (4): daze, detect magic, ghost sound, read magic
1st Level Spells (2 +1 Int +1 School): colour spray [ ][ ], touch of gracelessness [ ], ventriloquism [ ]
2nd Level Spells (1 +1 Int +1 School): hypnotic pattern [ ], minor image [ ][ ]
Spell DC: 10 +3 Int = 13 +Spell Level; or 16 for Illusion

Gnome Magic: dancing lights [ ], ghost sound [ ], prestidigitation [ ], speak with animals [ ]

Gnomish Wizard (Familiar Adept)

Racial Traits:
+2 Con, +2 Cha, -2 Str
Small: +1 size to AC, +1 size to attack rolls, -1 to CMB and CMD, +4 size on Stealth
Slow Speed: 20ft
Low-Light Vision: can see twice as far as humans in dim light
Gift of Tongues: +1 on Bluff and Diplomacy, learn one additional language each rank in Linguistics
Gnome Magic: +1 to DC of illusion spells. 1/day – dancing lights, ghost sound, prestidigitation, speak with animals.
Illusion Resistance: +2 on saves vs illusion spells / effects
Keen Senses: +2 on Perception
Obsessive: +2 racial bonus on Craft (Toymaker)
Weapon Familiarity: treat any weapon with gnome in name as martial weapon.
Languages: Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Ignan, Infernal, Sylvan, and Terran.

Traits:
Trickster: +1 trait bonus to caster level when determining duration, range and area of all spells from the illusion school.
Student of Giantkind: +1 trait bonus on Diplomacy against giant subtype and treat as class skill, +1 Knowledge (Local) regarding creatures with giant subtype. Start with knowledge of Giant language.

Skills: (2 +Int +FC)
Appraise (Int): 9 (3 +3 Class +3 Int)
Craft (Toymaking – Int): 11 (3 +3 Int +3 Class +2 Racial)
Diplomacy (Cha): 10 (3 +3 Cha +3 Class +1 Racial) (11 vs Giant)
Linguistics (Int): 9 (3 +3 Int +3 Class)
Perception (Wis): 5 (3 Wis +2 Racial) (Carbonel is +1)
Perform (Act - Cha): 6 (3 +3 Cha)
Spellcraft (Int): 9 (3 +3 Int +3 Class)

Feats:
Spell Focus: Illusion +1 DC
Greater Spell Focus: Illusion +1 DC

Class Abilities:
Weapon and Armor Proficiency: club, dagger, heavy crossbow, light crossbow, quarterstaff.
Spells: Int based
Bonus Languages: may substitute Draconic for one of race’s available bonus languages
Diminished Expertise: does not gain scribe scroll at 1st level, or wizard’s bonus feats at 5th/10th level. Also must choose one additional opposition school.
School Familiar (Ex): must select a familiar as arcane bond. Familiar gains the school familiar archetype, but cannot use lesser power until 4th level or greater until 8th level.
Familiar Spells (Ex): stores spells in familiar rather than spellbook, exactly as a witch does.
Focused School (Ex): at 1st/5th/10th/15th/20th level familiar gains the ability to use the wizard’s 1st level school ability 1/day without counting against wizard’s daily uses.

Illusion (Shadow) School:
Opposition Schools: Conjuration, Evocation, Necromancy
Extended Illusions (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round).
Binding Darkness (Sp): standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Spells Known:
0th: resistance, detect magic, detect poison, read magic, daze, ghost sound, mage hand, mending, message, open/close, arcane mark, prestidigitation
1st: adjuring step, color spray, crafter’s fortune, lock gaze, silent image, ventriloquism
2nd: minor image, hypnotic pattern

Familiar:
Cat N Tiny animal; Low-light Vision, scent
Str 3, Dex 15, Con 8, Int 7, Wis 12, Cha 7
Hit Dice: as master; Hit Points ½ master

Melee: 2 claws +4 (1d2-4), bite +4 (1d3-4)
Skills: Knowledge (Arcana) 1, Knowledge (Nature) 1
Racial modifiers: +4 Climb, +4 Stealth
Master gains +3 on Stealth checks

Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons.
Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.

Skills:
Knowledge (Local) 4 (2 +3 Class +1 Sage -2 Int)
Knowledge (Arcane) 4 (2 +3 Class +1 Sage -2 Int)
Knowledge (Planes) 3 (1 +3 Class +1 Sage -2 Int)
Knowledge (Geography) 3 (1 +3 Class +1 Sage -2 Int)

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Illusion school only.

School Familiar: Illusion
School Link (Su): can use share spells and deliver touch spells only with spells of associated school.
School Cantrip (Sp): can cast at will one cantrip from associated school, using master’s caster level. haunted fey aspect
Specialty Stowaway: can use granted abilities of master’s school, expending twice the number of uses as usual.
Sage archetype:
Class Skills: treats all Knowledge skills as class skills.
Dazzling Intellect (Ex): Int score is equal to 5 + level, but gains natural amour bonus of familiar half it’s level.
Sage’s Knowledge (Ex): can attempt all Knowledge checks untrained and gains bonus on Knowledge checks of ½ level. Gains 2 skill ranks per level.

Gear:
Walking Staff
Wizard's Kit
Common Toymaker's Tools
Traveler's Outfit
Bell
Gear Maintenance Kit
Grooming Kit
Pyrography Kit
Scrivener's Kit
Waterproof Bag

5 x Candlerod

Remainder: 38.5 gp

Bulletpoint Background:
•Born to a librarian mother and woodcarving father (flute carver) in Whistledown.

•His childhood was one of happy negligence from his parents who were loving, but after he was out of diapers and mostly self-sufficient - left Vhailor more to his own devices than otherwise.

•He developed a skill at carving making his own toys while left idle in his father's workshop - a skill he has continued to hone to the present day.

•His mother's bookshop was gnomish in tastes... consisting solely of books in languages other than Taldan... or Gnomish. It was here that Vhailor honed his skill and talent at linguistics. Fables and legends of the other races were what he devoured... especially the fairy tales told by the fae; and legends of the more brutish and cruel races such as giants.

•Apprenticed to a wizard named Carbonel Tobermory (with a cat familiar) who was passing through for the Convocation. Carbonel needed a gnome who knew Giantish, and Vhailor was now of age enough to choose for himself - and jumped at the opportunity to go a wandering.

•While he didn't have any real skill at illusion craft yet, Vhailor was put to translating a pair of tomes in both Giant-ish and Sylvan... that seemed to deal with peacocks and cities floating on chains. His other duties involved a rapport with Carbonel's neglected cat - and general dogsbodying.

•Carbonel was an aged gnome, already whitening with age and the onset of the bleaching. A disgraced member of the Wonderseekers who had split from the group and was seeking his own means of forestalling the bleaching.

•After a short meandering, their path led to Truneau - where unbeknowst to Vhailor, Carbonel sought the secrets kept within Sech Nevali. Carbonel's research had pointed to a means to rebirth kept secret within the Peacock Spirit's teachings.

•Vhailor was left in Truneau to look to Carbonel's possessions as his gnomish master forged into the wilderness alone.

•Days later Vhailor was unconsciously drawn to the city outskirts, where he spied a mangy and emaciated cat approaching the town. Drawn by impetus of spirit - he rushed headlong out towards the cat. Unbeknowst to Vhailor... there were also orcs nearby - and it was only the fortuitous intervention of Rodrick Grath that meant Vhailor retained his life. Rodrick could be heard half jesting that he wished he had not intervened that day... considering the half-minded and bizzare ways that Vhailor had attempted to make up the balance to the half-orc.

•Nursing the cat back to health Vhailor observed it had an uncanny similarity to Carbonel's familiar... but was changed somehow. An emotive connection grew between them... and the gnome also felt a spiritual awakening in his heart and mind.

•Gazing into the cat's mismatched irises, Vhailor felt understanding grow... and elements of Carbonel's teachings that had to that point been beyond him began to make sense. A skill at the art arcane was growing.

•It was thus that the day of the present approached - where Vhailor was coming to grips with his bond to the cat, and his own burgeoning skill... while also coming to the realization that his master was now dead and gone.