Lem

Baru_Brimmstone's page

46 posts. Alias of gossamar4.


Full Name

Baru_Brimmstone

Race

Gnome

Classes/Levels

Warlock/1: HP (12/12): AC (14/touch=14/flat=10): Saves (Fort=4/Ref=3/Will=3): Initiative +3: Perception +1

Gender

male

Size

medium

Location

Common, Gnome, Sylvan, Draconic, Dwarven, Elven, Infernal, Osiran

Strength 11
Dexterity 17
Constitution 18
Intelligence 16
Wisdom 13
Charisma 19

About Baru_Brimmstone

Background:

Offense:
Initiative = +3

BAB = +0

Melee
Dagger (Small) = +0 (1d3/19-20x2)
Quarterstaff (Small) = +0 (1d4/20x2)

Ranged
Dagger (Small) = +3 (1d3/19-20x2)
Sling (Small) = +3 (1d3/20x2 50')

Defense:
HP = 12

AC(Touch) = 17(13)

Fortitude = 4
Reflex = 3
Will = 4

CMD = 13

Warlock Features:
Arcane Armor Mastery: As the warlock increases in level, his school abilities are less subject to arcane failure while the warlock is wearing armor. At 1st level, the warlock does not suffer an arcane failure penalty when using a school ability while wearing light armor. This extends to medium armor at 5th level and heavy armor at 9th level. The warlock may still select feats to reduce the arcane failure chance when wearing armor that he has yet to master

School Ability: The warlock does not cast spells. Instead, he is infused with supernatural energy that allows him to perform magical powers at will. At 1st level, the warlock may select two school abilities; he also gains new school abilities at higher levels (see the warlock table).

School abilities come from the arcane school lists. In addition, the warlock may learn additional school abilities listed in this section. The warlock does not gain any specialist bonuses or bonus spells. The warlock may only take a school ability less than or equal to his warlock level. He may also take a cantrip in place of a school ability. For example, a 2nd level warlock gets a new school ability. Since he is not yet fourth level, he must select a 1st level ability or cantrip.

The warlock does not need to take a lower level school ability in order to select a higher one. For example, a 4th level warlock can select summon monster even if he doesn’t have acid dart. In addition, the warlock may swap school abilities whenever he is able to take a new school ability, but he must replace the old one with a school ability of equal or lesser value (cantrips can only be swapped for other cantrips).

The warlock’s level is used to determine the caster level for school abilities. The DC for any save is equal to 10 + the spell’s level + the caster’s Charisma modifier. School abilities are not spells and thus cannot be affected by metamagic feats. Using a school ability is a standard action.

Damage Reduction: As the warlock increases in level, he becomes resistant to certain effects. At 3rd level, the warlock receives damage reduction 2 against physical attacks. The warlock must also choose three effects from the following list: cold, cold iron, electricity, fire, or silver. The damage reduction does not count against the three chosen effects.

At higher levels the damage reduction increases. In lieu of an increase, the warlock can remove one of the three effects from his list. He may only do this twice; at least one effect must always be able to overcome his damage reduction.

Schools:
Schools

Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Arcane Bolt (Su): You can make a ranged touch attack that does 1d6 points of damage, +1d6 for every two warlock levels. The warlock may choose whether the damage is acid, cold, electricity, or fire. The range on an Arcane Bolt is 100ft. + 10ft./level.

Cantrips:
Cantrips

Arcane Mark
Detect Magic
Mage Hand
Read Magic

Skills:
Acrobatics = (3+0+3)
Appraise = (3+0+0)
Bluff = 8 (4+1+3)
Climb = (0+0+0)
Craft = (3+0+3)
Diplomacy = (4+0+0)
Disable Device = (0+0+0)
Disguise = (4+0+3)
Escape Artist = (3+0+0)
Fly = (3+0+0)
Intimidate = (4+0+3)
Knowledge (Arcana) = 7 (3+1+3)
Knowledge (Dungeoneering) = (3+0+0)
Knowledge (Engineering) = (3+0+0)
Knowledge (geography) =(3+0+0)
Knowledge (History) =(3+0+0)
Knowledge (Local) = (3+0+0)
Knowledge (Nature) = (3+0+0)
Knowledge (Nobility) = (3+0+0)
Knowledge (Planes) = 7 (3+1+3)
Knowledge (Religion) = (3+0+3)
Linguistics = (3+0+3)
Perception = 1 (0+1+0)
Profession = (1+0+3)
Sense Motive = (1+0+3)
Sleight of Hand = (3+0+0)
Spellcraft = 7 (3+1+3)
Stealth = (3+0+0)
Swim = (0+0+0)
Use Magic Device = (4+0+3)

Feats:
Dimensional Agility (1st lvl): After using abundant step or casting dimension door, you can take any actions you still have remaining on your turn. You also gain a +4 bonus on Concentration checks when casting teleportation spells.

Equipment:
Armor = Lamellar/leather (Small)
Weapon = Dagger (Small)
Weapon = Quarterstaff (Small)
Weapon = Sling (Small)

Backpack
--Bandolier
--Bedroll
--Scroll box
--Chalk x10
--Ink Pen & Ink
--Marbles
--Parchment x10
--Pouch, Belt
--Pouch, Spell Component
--Water skin

gp = 26

Traits:
Alternate Racial (Gnome)

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.

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.

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.

Traits

Mummy-Cursed (Campaign): One of your ancestors ran afoul of a mummy’s curse while exploring an ancient tomb. This curse was passed down to later generations of your family, but over time, your line has become more resistant to curses. You’ve come to Wati to explore its untouched necropolis, and while you hope you won’t have to face a real undead mummy, at least you have some defense if you do. You gain a +2 trait bonus on saving throws against curses and curse effects (including mummy rot and spells with the curse descriptor) and a +2 trait bonus on saving throws against a mummy’s aura of despair.

Seeker (Social): You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.