Prankster Illusionist

Alfentinius Lentinels Ferington's page

300 posts. Alias of pdprong.


Race

Male Gnome (Fey)Sorcerer /VMC Druid

Classes/Levels

Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Gender

Spells:
(1st- 5/6) Wand of MM (10/50)

About Alfentinius Lentinels Ferington

Male, Gnome Cross-blooded Arcane/Fey Sorceror (VMS DRUID) 1
Neutral, Small Humanoid(Gnome)
Init: +2; Senses: Darkvision;Perception: +0

Defense
AC: 14; Touch: 13; Flat-Footed: 12; (+1 armor, +2 dex, +1 size)
HP: 29(3d6+12)
Fort: +4; Ref: +3; Will: +4
Defensive Abilities: +2 health per die rolled from healing spells, +2 saves vs. death effects
Weaknesses: +1 damage from cold-iron weapons, –2 saves vs. disease, illusions, poison, spells, spell-like abilities, and supernatural abilities of fey

Offense
Speed: 20
Ranged: +3 touch (1d3 Cold)

Statistics
Str 5, Dex 14, Con 16, Int 14, Wis 11, Cha 19
Base Atk 2; CMB -1; CMD: 11
Languages: Aklo, Common, Draconic, Druidic, Dwarven, Elven, Giant, Gnome, Sylvan, Tian, Under-common

Special Qualities:

Code: At 1st level, she gains Druidic as a bonus language and must abide by the druidic code of conduct—respecting nature, not teaching the Druidic language to outsiders, not wearing metal armor, and so on.

Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.

Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.

Woodland Stride (Ex): At 3rd level, 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.

Wild Empathy: At 3rd level, gain wild empathy, treating character level as effective druid level.

A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Skills:

Trained:
+12:Bluff [3] Rank, +3 Trained, +4 Charisma, +1Trait, +1 Race
+12:Diplomacy [3] Rank, +3 Trained, +4 Charisma, +1Trait, +1 Race
+5:Handle Animal [3] Rank, +4 Charisma
+6:Knowledge (Arcana) [1] Rank, +3 Trained, +2 Intelligence
+6:Knowledge (Local) [1] Rank, +3 Trained, +2 Intelligence
+9:Knowledge (Nature) [2] Rank, +3 Trained, +2 Intelligence, +2 Race
+9:Linguistics [3] Rank, +3 Trained, +2 Intelligence, +1Trait
+7:Spellcraft [2] Rank, +3 Trained, +2 Intelligence
+8:Use Magic Device [1] Rank, +3 Trained, +4 Charisma

Untrained:
-3: Climb, Swim
+0: Heal, Perception, Sense Motive
+2: Acrobatics, Appraise, Craft, Disable Device, Escape Artist, Fly, Knowledge(untrained), Profession, Ride, Sleight of Hand
+3: Survival
+4: Disguise, Intimidate, Perform
+6 Stealth


Feats:

Fey Foundling: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).

Eschew Materials: 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.

Traits:

Drawback
•Fey-Taken: As a child, you were whisked away by mischievous fey for a time. When you returned, you were ever after considered odd and distant. You long to return there, and find the mortal world dull and at times revolting, so you do not eat as you should and do not question strange visions.

Effect: You take a –2 penalty on saving throws against disease, illusions, and poison of all kinds, as well as against the spells, spell-like abilities, and supernatural abilities of fey.

Background Traits
•Noble-Born (Medvyed): Your family has long a deep respect for the wilderness and is superstitious about the creatures that dwell therein. You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Your family motto is “Endurance Overcomes All.”
•Etymologist (Gnome): You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.
•Trustworthy (Social): People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Racial Traits
•Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
•Type: Gnomes are Humanoid creatures with the gnome subtype.
•Size: Gnomes are Small creatures and thus 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.
•Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
•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. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits
•Academician Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.
•Gift of Tongues Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.

Magical Racial Traits
•Magical Linguist Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome's level. This racial trait replaces gnome magic and illusion resistance.

Offense Racial Traits
•Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Senses Racial Traits
•Darkvision Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.

Spells:

Spell-Like Abilities (CL 1):
(1/day)— arcane mark, comprehend languages, message, read magic.

Spells Known (CL 1):
1st (6/day)— Charm Person(DC 17), Identify, Sleep(DC 17)
0 (will)— Daze (DC 16), Detect Magic, Prestidigitation ,Ray of Frost

Familiar: William The Goat

Goat Herd:

N Female Small animal (Goat) x5
Init +1; Senses low-light vision; Perception +0

DEFENSE
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +3, Will +0

OFFENSE
Speed 30 ft.
Melee gore +2 (1d4+1)

STATISTICS
Str 12, Dex 13, Con 12, Int 2, Wis 11, Cha 5
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats Nimble Moves
Skills Acrobatics +1 (+5 when jumping), Climb +5, Survival +0 (+4 to find food); Racial Modifiers +4 Acrobatics when jumping, +4 Survival to find food

Bodger (Pet Dog):

N Small animal (Sheep Dog)
Init +1; Senses low-light vision, scent; Perception +8
DEFENSE
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 6 (1d8+2)
Fort +4, Ref +3, Will +1
OFFENSE
Speed 40 ft.
Melee bite +2 (1d4+1)
STATISTICS
Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats: Skill Focus (Perception)
Skills: Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Tricks: Come, Defend, Fetch, Stay, Track, Watch

Belongings:

weapons: Quarter-staff, Dagger, wond of magic missile(CL 3)
Backpack: Bucket, Mess-kit x2, Bedroll, 3 travelers outfits, Soap, Tartuk’s personal journal
belt-pouch:Water-skin, Silent-whistle,

appearance:

Ten-Minute Background:

Points that capture the concept and story of the character.
1.Alentwinius' family has been serving house Medvyed for generations as the caretakers of a large woodland etate in the Gronzi forest known as Summer Fall. Typically the estate was abbandoned to the Ferington family for about 8 months of the year. Every fall however the Mevyed clan would come in mass with all their servants to have a fall festival there. Typically the families would all leave after the first frost but before the first snowfall.
2. As a child Alentwinius came up missing along his boyhood friend Galen. A month later the two boys returned to the lodge under the protection of a Nymph. The family was overjoyed to have the children back but were also happy to form a closer bond and alliance with the Fae of the Gronzi Forest.

Goals that you'd like the character to accomplish in-game
1. Befriend some insane monstous creature that everyone else is afraid of.

Secret the PC keeps to himself
For years after he was returned to his family Alenwinnius would sneak out on full moons and join the Fae of the forest in their celebrations.

Secret kept from the Pc
Alentwinius is actually adopted. His parents found him in the forest as a newborn child and never knew who his real parents were. With time his features have grown to resemble his adopted parent more and more as the years passed.

4)people that are tied to your PC by blood, love, rivalry, honor, etc.
1. Galen Medvyed... The third son of the heir apparent of house Medvyed, Galen was a childhood freind of Alentwinnius.
2. Mauris and Leedle Ferington... Alentwinius' parents... live at Summer Fall and take care of the Estate year round along with Alentwinius extensive family.
3. Jackson Telimer... The Leprechaun that first led to Alentwinius and Galen getting lost. He never meant the boys any real harm and always says they were never in any real danger. But his sense of humor has alwys run to the dark side.
4.Flaurindus- A wood nymph that befreinded Alentwinius and Galen when they were children. After their first time getting lost in the Gronzi Forest she always made a point to keep an eye out for the boys as long as they behaved and treated her domains with care.

5) Key memories that define your character as the person they are.
1. Pretending to be a grea hero fighting dragons with Galen when they were but children.
2. Countless hours spent doing chores around Summer Fall. Mostly Alentwinius would tend after sheep and goats.
3. The cool midnight air on his skin, the dewy grass under his feet, the sound of Spitely music filling his ears, and the sight of many different kinds of fairies gathered under the full moon.

cross-blooded:

A crossblooded sorcerer selects two different bloodlines. The sorcerer may gain access to the skills, feats, and some of the powers of both bloodlines she is descended from, but at the cost of reduced mental clarity and choice (see Drawbacks).

Class Skill

A crossblooded sorcerer receives the bonus class skill from both of her bloodlines. If these are the same skill, this does not grant any additional benefit.

Bonus Spells

A crossblooded sorcerer may select her bonus spells from either of her bloodlines. The sorcerer also has the choice to learn a lower-level bonus spell she did not choose in place of the higher-level bonus spell she would normally gain. Lower-level bonus spells learned this way always use the spell level that they would be if the sorcerer had learned them with the appropriate bonus spell.

Example: A 3rd-level aberrant/abyssal crossblooded sorcerer has the choice of learning cause fear or enlarge person as her bloodline bonus spell. If she selected cause fear as her 3rd-level bonus spell, at 5th level she could use her new bonus spell to learn enlarge person instead of bull’s strength or see invisibility, and she would add it to her list of 1st-level spells known (just as if she had learned it as her 3rd-level bonus spell).

Bonus Feat

A crossblooded sorcerer combines the bonus feat lists from both of her bloodlines and may select her bloodline bonus feats from this combined list.

Bloodline Arcana

A crossblooded sorcerer gains the bloodline arcana of both her bloodlines.

Bloodline Powers

At 1st, 3rd, 9th, 15th, and 20th levels, a crossblooded sorcerer gains one of the two new bloodline powers available to her at that level. She may instead select a lower-level bloodline power she did not choose in place of one of these higher-level powers.

Drawbacks

A crossblooded sorcerer has one fewer spell known at each level (including cantrips) than is presented on Table: Sorcerer Spells Known.

Furthermore, the conflicting urges created by the divergent nature of the crossblooded sorcerer’s dual heritage forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A crossblooded sorcerer always takes a –2 penalty on Will saves.

Arcane Bloodline:

Class Skill: Knowledge (any one).

Bonus Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th).

Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.

Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.

Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.

Fey Bloodline:

The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.

Class Skill: Knowledge (nature).

Bonus Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th).

Bonus Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature]).

Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.

Bloodline Powers: You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic.

Laughing Touch (Sp): 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): At 3rd level, 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.

Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.

Fey Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.

Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.

Druid Variant Multiclass:

Druid

A character who chooses druid as her secondary class gains the following secondary class features.

Code: At 1st level, she gains Druidic as a bonus language and must abide by the druidic code of conduct—respecting nature, not teaching the Druidic language to outsiders, not wearing metal armor, and so on.

Wild Empathy: At 3rd level, she gains wild empathy, treating her character level as her effective druid level.

Companion: At 7th level, she gains an animal companion as a druid of her character level – 4. No ability other than Improved Companion can ever increase her effective druid level for this purpose.

Improved Companion: At 11th level, her animal companion increases to that of a druid of her full character level.

Wild Shape: At 15th level, she gains the ability to use wild shape to turn into a Small or Medium animal two times per day for up to 1 hour per character level each time.

Greater Wildshape: At 19th level, her wild shape improves to include the 6th-level druid options, and she can use wild shape three times per day.