Blacksmith

Belfer Bramblewood's page

57 posts. Alias of djpika.


Race

| HP: 8/8 | AC: 13 (13 Tch, 11 Fl) | CMB: -2, CMD: 10 | F: +1, R: +2, W: +2 | Init: +8 | Perc: +7

Classes/Levels

| Speed 20 ft.| Spells: (1st) grease, color spray, summon monster I (Racial) dancing lights, ghost sound, prestidigitation, speak with animals | Active conditions: None.

Gender

Male CG gnome Wizard - Conjuror 1

Size

3'5"

Age

45

Alignment

Chaotic Good

About Belfer Bramblewood

Background:

"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
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DEFENSE
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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),
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OFFENSE
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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
Wizard (CL 1st; concentration +4)
1st-color spray(DC 15), grease(DC 14), *summon monster i
0th-acid splash, light, detect magic
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TACTICS
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STATISTICS
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Str 8, Dex 14, Con 12, Int 16, Wis 10, Cha 12,
Base Atk +0; CMB -2; CMD 10
Feats Improved Initiative, Scribe Scroll
Skills Craft (Alchemy) +9, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Perception +7, Spellcraft +7,
Traits Reactionary, Seeker,
Languages Common, Dwarven, Elven, Gnome, Goblin, Sylvan
SQ arcane bond, arcane school, cantrips, conjuration school, enchantment opposition school, gnome magic, illusion resistance, keen senses, low-light vision, necromancy opposition school, obsessive, spells, summoner's charm, weapon familiarity,
Combat Gear acid,
Other Gear dagger (small), backpack (small), 56.0 gp
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SPECIAL ABILITIES
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No Racial Subtype You have chosen no racial subtype.

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.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. In addition, a specialist takes a -4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

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.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3-16. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1-3).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

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.