About Belfer BramblewoodBackground:
"What is it? Is it a liquid? Is it a solid? Nay, it's both! It bounces, it stretches, it oozes and can even glow in the dark! But wait, there's more! It sticks to dirt, not your hands (at least some do). Truly incredible stuff, am I right? Wait, what's that? You were just asking what I wanted? Oh, just the rabbit stew please." Belfer is an energetic gnome that recently arrived to Dulwich. A self-proclaimed scholar of slime, Belfer became fascinated at a young age when his miracle elixir experiment displayed the wonderous properties of two states of matter. Staying at the Dancing Bear, Belfer continues his pursuit of all things slime related, hoping to discover new samples from the region.
Role:
Belfer is a battlefield control wizard specializing in conjuration magic. His spells are re-skinned to have a slime visual theme where applicable: grease appears as a puddle of viscous green slime, color spray is a mucous-like spray of slime globules, etc. Stats:
Belfer Male Gnome conjurer 1 None Small humanoid (gnome) Init +8, Senses low-light vision; Perception +7 ================================================= DEFENSE ================================================= AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size ) hp 8 ((1d6)+2) Fort +1, Ref +2, Will +2, +2 racial saving throw bonus against illusion spells and effects. Defensive Abilities defensive training (+4 dodge bonus to ac vs. giants), ================================================= OFFENSE ================================================= Speed 20 ft. Melee dagger (small) +0 (1d3-1/19-20) Ranged dagger (small/thrown) +3 (1d3-1/19-20) Ranged acid +3 (1d6) Special Attacks Acid Dart, Hatred, Racial Spell-Like Abilities dancing lights (1/day)ghost sound (DC 11,1/day)prestidigitation (DC 11,1/day)speak with animals (DC ,1/day) Prepared Spells
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Acid Dart (Sp) As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage. You can use this ability 6 times per day. Arcane Bond (Ex) (Su) At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Arcane School A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
Cantrips Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposed school, but it uses up two of his available slots. Conjuration School You have chosen to specialize in conjuration spells. Defensive Training Gnomes get a +4 dodge bonus to AC against monsters of the giant subtype. Enchantment Opposition School You have chosen enchantment spells as an opposition school. Preparing an enchantment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite. Gnome Magic Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day--dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. 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. Illusion Resistance Gnomes get a +2 racial saving throw bonus against illusion spells and effects. Keen Senses Gnomes receive a +2 racial bonus on Perception skill checks. Low-Light Vision (Ex) Gnomes can see twice as far as humans in conditions of dim light. Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite. Obsessive Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Seeker 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. Spells A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Chapter 10. A wizard must choose and prepare his spells ahead of time.
Summoner's Charm (Su) When casting Conjuration (summoning) spells the duration is increased by 1 rounds. Weapon Familiarity Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
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