PFS nr. 13475-8
Male Neutral Gnome - small humanoid
init. +4; low light vision
Hps (7d8) =8+6*5+con 2*6)) - 50
AC 14 touch 13 Flatfooted 11 (+1 quilted cloth, +2 dex, +1 size) (+4 vs giants)
CMD 15 (size -1, str -1, dex +2, +5 base)
Fire resistance 7(alternative favored class bonus)
DR 3/- vs missiles/slow moving projectiles (quilted cloth armor)
Saves:
Fort (Base +5, Con +2) +7
Ref (Base +2, dex +2) +4
Will (Base +5, wis +4) +9 (+4 vs from Resists Nature's Lore)
Alternative racial trait: pyromanic
+1 caster lvl for fire domain powers and spells with fire descriptor
1/day - dancing lights, flare, prestidigitation, produce flame
Menhir Savant archtype:
Spirit Sense(sp)detect prescence of undead;fey;outsiders;and astral, ethereal,or incorporal creatures (as detect undead but all types at once)
Place Magic (su) free action increase caster lvl by +1 for 1 round (3+wis mod = 4) 7 times/day
Nature bond ->Fire (ash)Domain:
Fire Bolt (3+wis mod = 3) 6 times/day. Ranged touch attack within 30 (base+5, dex+2, point blank +1, size +1) +9 to hit, 1d6+5 ((7+1)/2)+1 point blank fire damage
Replacement Power: The following granted power replaces the fire resistance power of the Fire domain.
Wall of Ashes (Su): At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your cleric level, but these minutes do not need to be consecutive.
Resist Nature's Lure (Ex)
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.
Feats:
Point blank
Precise shot
Glorious heat; (When you cast a divine spell with the [fire] descriptor, choose a single ally within 30 feet that you can see. That ally heals a number of hit points equal to the level of the spell cast and gains a +1 morale bonus on attack rolls until the end of its next turn)
Traits:
Elemental pupil (+1 to fire damage from spells)
Reactionairy (+2 init.)
Spells:
lvl 0 (4) create water, spark, guidance, detect magic
lvl 1 (4+1+1*) burning hands* (DC 15 reflex for half 5d4+1 fire damage), produce flame (4*)(normally for +9 to hit/1d6+6 fire damage - not using point blank shot), liberating command
lvl 2 (3+1+1*) produce flame*, burning gaze (DC 16 fort save), flaming sphere (2*)(DC 16 reflex save), Campfire wall
lvl 3 (2+1+1*) Fireball* (DC 17 reflex save), Ash Storm, Heat stroke
Heatstroke Fort DC16, +9 to hit vs touch AC:
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration 1 minute/level
Saving Throw Fortitude partial, see text; Spell Resistance yes
DESCRIPTION
A wavering red ray projects from your finger. You must succeed on a ranged touch attack with the ray to hit your target. The ray inflicts 1d4 points of nonlethal damage, causing the target to suffer from heatstroke as its body temperature dramatically increases. Except as noted above, this spell otherwise functions as ray of exhaustion. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves
, resist energy - communal
level 4 (1+1+1*) Wall of fire*, Volcanic Storm, Flame Strike
Equipment:
Quilted Cloth (+1 AC DR3/- vs missiles)
Masterwork Backpack (+ normal traveling gear - sleeping bag, tent, clothes, cooking gear, ect.)
Club (+4 to hit/1d4-1 damage)
Masterwork sling (+9 to hit/1d3-1 damage - not counting point blank)with 10 bullets)
Wand of cure light wounds (in spring loaded wrist sheath - left arm) charges 27/50
Wand of neutralize poison (CL 5th) (in spring loaded wrist sheath - right arm)charges 3/3
2*Alchemical fire (sometimes used in combination with flaming sphere (as an added component) to set target(s) on fire when they fails their save)
2*Holy water
2*Alkahli flask (1d6 Acid, double damage vs ooze)
1*Tangleburn bag
1*Tanglefoot bag
Wayfinder
Ion stone for +1 init who's name I forgot
Rope with grappling hook
Headband of Inspired Wisdom +2
(OOC - Character folio, reroll once/scenario with a +5 GM star bonus)
Vanity: Borderland Keep:
Forgo rolling a dayjob at the end of a scenario to recover 1 prestige point (this does not raise fame) - costs 15 prestige
Scenarios played:
First steps - part 1; In Service of Lore
First steps - part 2; To Delve the Dungeon Deep
First steps - part 3; A Vision of Betrayal
Tide of Twilight
The Icebound Outpost
The Cyphermage Dillema
Severing Ties
The City of Strangers, part I
The City of Strangers, part II
Fangwood Keep
The Merchant's Wake
Trail by Machine
Tapestry's Toil
Six Seconds to Midnight
Description:
Ash is a small red haired gnome (all thought his hair color is difficult to determine most of the time since he will be covered from head to toe in ash, soot and other blackish stuff) with a slight attention disorder - he is very excitable, and sometimes has a minor impulse control issue.