About AbroAbroshtorBastargeHalungalomKrolmnitePoshmentZarzuketZatqualmieMajetrig...
Important Stats:
HP=16/16 Offense:
Defense:
Skills Trained:
Bluff(Cha)+8, Craft(Int)(Alchemy:Pyrotechniks)+6, Diplomacy(Cha)+8, Disguise(Cha)+8, Perception(Wis)+5, Perform(Cha)(Sing)+8, Perform(Cha)(Lute)+8, Profession(Wis)(Lead Special Effects Coordinator: the Wispil Entertainers)+3, Skills Untrained:
Acrobatics(Dex), Appraise(Int), Climb(Str), Escape Artist(Dex), Fly(Dex), Intimidate(Cha), Knowledge(all)(Int), Linguistics(Int), Sense Motive(Wis), Sleight of Hand(Dex), Spellcraft(Int), Stealth(Dex)+4, Use Magic Device(Cha) Feats:
Eschew Materials You can cast many spells without needing to utilize minor material components. Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal. Toughness You have enhanced physical stamina. Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). Gnome Stuff:
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Slow Speed: Gnomes have a base speed of 20 feet. Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Additional Rules. Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type. Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and when determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers, only affecting the powers they could use without this ability). Gnomes with Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level. This racial trait replaces the gnome magic and illusion resistance racial traits The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier. 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. Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks. Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon. Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc
Bloodline:
Elemental The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force. Class Skill: Knowledge (planes). Bonus Spells: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th). *These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element. Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse. Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline. Bloodline Powers: Fire infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted below. Element Energy Type Elemental Movement
Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Elemental Resistance (Ex): At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20. Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet. Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on the above chart. Elemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type.
Bard Spells:
Known: 0-4 Lullaby Message Daze Detect Magic 1st-2 Cure Light Wounds Hypnotism Spells/day: 1st-1 Sorcerer Spells:
Known: 0-4 Acid Splash Ray of Frost Disrupt Undead Read Magic 1st-2 Magic Missile Burning Hands Spells/day: 1st-3 Gear:
Light Crossbow 2lbs 20gp Longsword 2lbs 10gp Daggers(8) 5lbs 10gp -4 are in his boots disguised as pull straps. -2 are hidden up his sleaves among other things. -2 are on his sides on either hip. Gaudy Coat- short body long tails in English style cut with eastern designs. larger than normal sleeve width. Has hidden pockets and straps all over some seem added. 20gp Fireworks materials 99.5gp 40gp on person |