Occultist

Arnek Redding's page

61 posts. Alias of pdprong.


Race

Male Gnome Elemental(fire) Sorceror-2 | Hp: 17/17 | AC:13 T: 12 FF: 11 | CMD:11 | Fort:+3 ,Ref:+2 ,Will:+3 | Init:+2 | Perc:+6

spells:
Fire Ray 7/7; 1st (4/4)

About Arnek Redding

Male Gnome Elemental(Fire) Sorcerer
True Neutral small Humanoid(Gnome)
Init: +2; Senses Low-light Vision;Perception: +2

Defense:

AC: 13; Touch 12; Flat-Footed 11; (+1 armor, +2 Dexterity)
HP: 17(2d6+8)
Fort: +3; Ref: +2; Will: +3

Offense:

Speed: 20 ft.
Spell Like Ability ):(7/day Fire Ray +2 30 ft Touch(1d6+1 fire)

Statistics:

Str 6, Dex 14, Con 16, Int 12, Wis 10, Cha 18
Base Atk 1; CMB -1; CMD 11
Languages: Common, Draconic, Dwarf, Elven, Giant, Gnome, Goblin, Ignan, Orc, Sylvan, Undercommon

Special Qualities:

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: One of the four elements 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 on Table: Elemental Bloodline Energy Types and 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.

Skills:

Trained
+10 :Bluff [2] Rank +4 Cha +3 Trained +1 Race
+6 :Linguistics [2] Rank +3 Trained +1 Trait
+9 :Knowledge (Local)[1] Rank +1 Int +3 Trained +2 Race +2 trait
+6 :Perception [1] Rank, +3 trained, +2 race

Untrained
-2 :Climb, Swim
+0 :Heal, Profession, Sense Motive, Survival
+1 :Appraise, Craft, Knowledge, Spellcraft
+2 :Acrobatics,Disable Device, Escape Artist, Fly, Ride, Sleight of Hand
+4 :Disguise, Handle Animal, Intimidate, Perform, Use Magic Device
+5 :Diplomacy
+6 :Stealth

Feats:

Cosmopolitan (Local): You gain two languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.

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.

Spells:

Spell-Like Abilities (CL )
(1/day)— dancing lights, flare, prestidigitation, produce flame

Spells Known(CL 1)+1 for fire descriptor
1st (5/day)— Ear-Piercing Scream, Sleep
0 (at will)—light, detect magic, mend, Ray of frost, Read magic

Initial Gear Costs:

Gold: 2gp
Silken Armor: 30gp
Sorcerers Kit: 8gp- This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, Candles (10), trail rations (5 days), and a waterskin.
Courtiers Outfit 30 gp
BLING!!! 50gp

appearance:

Elemental Fire Bloodline:

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: One of the four elements 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 on Table: Elemental Bloodline Energy Types and 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 Table: Elemental Bloodline Energy Types and Movement.

Table: Elemental Bloodline Energy Types and Movement

Element: Energy Type: Elemental Movement
Air: Electricity: Fly 60 feet (average)
Earth: Acid: Burrow 30 feet
Fire: Fire: +30 feet base speed
Water: Cold: Swim 60 feet

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

Traits:

Character Traits
Status Quo: You were born in Terrace and have never known an original world to call home. You were raised to know about the current guilds and factions so you could avoid getting caught int eh crossfire. Knowledge (local) becomes a class skill and gets another +2 bonus.

Etymologist (Gnome): You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.

Race
-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.

-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 theobsessive 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.

-Keen Senses: Gnomes receive a +2 racial bonus on Perception checks

-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 determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores 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; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance.

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

-Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Background:

When Arnek was very young he lived in a very crowded tenement with his family in the southern district. This tenement was called lowtown and housed a large number of halflings, Gnomes and even a handful of less well to do dwarves. The owners of the property had figured out that by putting a floor in the middle of every room they could turn a 10 ft. tall room into a 5 foot tall room and rent out rooms to twice as many families.

Arnek has several happy memories of this time with his parents and younger sister. Unfortunately there was a fire that burned down the building killing many ogf the inhabitants including Arnek's whole family. Arnek's father had actually gotten him out of the building and then went back in after Arnek's mother and sister... but never came back out. That blazing inferno... what used to be the home of many short-folk... is the strongest memory that Arnek has.

Arnek lived on the street for many years barely scraping by. He would sleep in out of the way places and eat the food that others would discard. During this time he had numerous encounters with various Guilds and the local constabulary.

Eventually when he got old enough Arnek managed to find a position as an indentured servant. He was barely better than a slave. 15 years he worked in the home of a fairly well to do wizard. While there Arnek was able to copy a handful of the casters spells through the usage of his innate gnomish magic as well as master many different languages.

With the term of his servitude finally coming to a close Arnek is looking to figure out what the next chapter of his life will entail.