Arnistolientar Popswicker

Buckwell Burrowholme's page

17 posts. Alias of MPL8665.


Full Name

Buckwell Burrowholme

Race

Gnome

Classes/Levels

Sorcerer (Draconic: Red Dragon)/1

Gender

Male

Size

Small

Age

53

Alignment

Chaotic Neutral

Deity

Desna

Languages

Common, Draconic, Elven, Gnome, Sylvan

Strength 10
Dexterity 14
Constitution 13
Intelligence 14
Wisdom 10
Charisma 17

About Buckwell Burrowholme

Height: 3' 8"; Weight: 43lbs.; Hair: Orange-red; Eyes: Blue (w/gold flakes)

Appearance:

Orange hair with streaks of red highlights give a clue to the fire that runs through Buckwell's veins, while ice blue eyes with golden flakes, that seem to float just inside the iris, offer a glimpse of the draconic heritage of his ancestors. A weathered tanned skin color seems to attest to the fact that he has spent most of his life outdoors, under the sun. Small but wiry, Buckwell moves with a certain catlike grace, but like a feline he seems unable to sit still for very long, always feeling the need to keep moving, to keep exploring. When speaking, Buckwell often seems to fire off rapid series of questions never bothering to stop to take a breath until he has said all that is on his mind. He often finds himself impatiently tapping his foot while waiting for others to finish whatever it is that they were doing. He can be quite eloquent when he speaks as long as he remembers to slow down what he has to say and to wait for others to respond.

Background:

Buckwell's childhood was a typical Gnomish childhood with his days spent exploring the woods around his home in southern Brevoy and his evenings spent staring into the family fire as Grannana Burrowholme spun tales of his family's past. As the wizened matriarch told her stories, Buckwell could envision the characters in the flames acting out the tales. His favorite childhood story was the one about Great Grandmother Burrowholme dalliance, however impractical, with a prince of the Rogarvia family.
As the young man grew to puberty he began to realize that he was different from other Gnomes his age as he could focus his will to create small fires. He could not believe the exultation he felt in his soul as if some ancient memory was fanned to life whenever he started a fire, much to his parents dismay. Unable to control his tendencies anymore they sent him to the city of Restov to help him learn how to control his burgeoning powers.
While in the city Buckwell chafed at the restraints put upon his wanderlust and would often escape his studies to travel the countryside on his trusty pony, Nyx. It was during this time in the city that Buckwell noticed a handbill calling for able bodied adventurers to explore, map, and eventually settle the Stolen Lands to the south. Buckwell found himself unable to resist the chance to make his own way in the wilderness and, maybe, some day rule a kingdom much like the prince in his great grandmother's stories.

Favored Class:

Sorcerer 1: +1 Hit point

Experience: 0
Hit Points: 11/11

Initiative: +4

AC*: 13; Touch*: 13; Flat Footed*: 11
*Defensive Training: +4 Dodge bonus to AC against monsters of the giant subtype
Armor/Protective Item: None (Armor/Shield Bonus: ; Max Dex: ; Armor Check: ; Arcane Spell Failure: ; Type: ;Weight: )
Shield/Protective Item: None (Armor/Shield Bonus: ; Max Dex: ; Armor Check: ; Arcane Spell Failure: ; Weight: )
Protective Item: None

Speed: 20' (4 squares)

Saves:
Fortitude: +1
Reflex: +2
Will: +2

BAB: +0
CMB: -1
CMD: 11/9 FF

Weapons:
Crossbow, light
Attack: +3; Damage: 1d6; Critical: 19-20/x2; Range: 80'; Type: P; Special:
Quarterstaff
Attack: +1; Damage: 1d4; Critical: 20/x2; Range: 0'; Type: B; Special: double, monk
Sickle
Attack: +1; Damage: 1d4; Critical: 20/x2; Range: 0'; Type: S; Special: trip

Skills:

@Acrobatics: +2
+Appraise: +2
+Bluff: +3
@Climb: +2
+Craft : +2
Diplomacy: +3
@Disable Device*:
Disguise: +3
@Escape Artist: +2
+@Fly: +4
Handle Animal*:
Heal: +0
+Intimidate: +3
+Knowledge (arcana)*: +8
Knowledge (dungeoneering)*:
Knowledge (engineering)*:
Knowledge (geography)*:
Knowledge (history)*:
Knowledge (local)*:
Knowledge (nature)*:
Knowledge (nobility)*:
Knowledge (planes)*:
Knowledge (religion)*:
Linguistics*:
+Perception: +7
Perform: +3
+Profession*:
@Ride: +2
Sense Motive: +0
@Sleight of Hand*:
+Spellcraft*: +6
@Stealth: +6
Survival: +0
@Swim: +0
+Use Magic Device*: +7

+ Class Skill / * Trained only
@=Armor penalty applies to these skills


Racial Traits:

+2 Constitution, +2 Charisma, and –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Explorer: Many gnomes are obsessed with seeing as much of the world as possible, rather than perfecting some specific talent or vocation. These gnomes gain a +2 racial bonus on Climb checks and checks for one Knowledge skill of their choice (Knowledge (arcana)).
This racial trait replaces hatred and obsessive.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
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.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
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 theoracle'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.
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.
Slow Speed: Gnomes have a base speed of 20 feet.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon

Feats:

Eschew Materials [B]: You can cast many spells without needing to utilize minor material components.
Benefit: 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.
Toughness: You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Traits:

Excitable (Gnome): You demand that everything must happen right now, no matter what, and are too impatient to wait for everyone else to catch up. You finish people’s sentences, blurt out the punch lines to slowly-told jokes, rarely make plans, and leap headlong into anything that looks like it might get interesting. While this has sometimes gotten you in trouble, it’s also trained you to start moving a split second before everyone else, and that’s saved your hide a few times as well.
Benefit: You gain a +2 trait bonus on all Initiative checks.
Pioneer: You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition into the Stolen Lands.
Benefit: You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.

Special abilities:

Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table 3–15. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table 3–15 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Bloodline Arcana, Feats, Powers, & Spells:

Draconic:
At some point in your family’s history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Class Skill: Perception.
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled.
Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.
Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types (see the Pathfinder RPG Bestiary). This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted below.

Black-[Acid]: 60-foot line
Blue-[Electricity]: 60-foot line
Green-[Acid]: 30-foot cone
Red-[Fire]: 30-foot cone
White-[Cold]: 30-foot cone
Brass-[Fire]: 60-foot line
Bronze-[Electricity]: 60-foot line
Copper-[Acid]: 60-foot line
Gold-[Fire]: 30-foot cone
Silver-[Cold]: 30-foot cone

Claws (Ex): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. This is a supernatural
ability. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above
chart). 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.

Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.

Spells:
Bonus Spells: Mage Armor (3rd), Resist Energy (5th), Fly (7th), Fear (9th), Spell Resistance (11th), Form of the Dragon I (13th), Form of the Dragon II (15th), Form of the Dragon III (17th), Wish (19th).

0 level (DC: 13)
Detect Magic
Light
Read Magic
Spark

1st level (DC:14; 4/day)
Burning Disarm
Burning Hands

Gear & Money:

Arms & Armor:
Crossbow,light
-20 bolts
Quarterstaff
Sickle

Gear:
Backpack
Blanket, winter
Case, map or scroll
Chalk, piece x2
Cold weather outfit
Compass
Cooking kit
Flask
Mirror, small steel
Pouch, belt
Rations, trail (per day) x4
Sack
Traveller's outfit
Waterskin
Whetstone
Whistle, signal

Mount:
Jynx
CR 1
Male Horse, Pony
NN Medium Animal
Init +1; Senses Low-Light Vision, Scent; Perception +5
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Hooves x2 (Horse, Pony) +2 x2 (1d3+1/20/x2) and
. . Unarmed Strike +2 (1d3+1/20/x2)

STATISTICS
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. Trip)
Feats Endurance, Run
Tricks Come [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Perception +5
Languages
SQ Riding [Trick]

--------------------
SPECIAL ABILITIES
--------------------
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Gear:
Bedroll
Bit & bridle
Feed (per day) x2
Rope, hempen 50'
Saddle, riding
Saddlebags
Tent, small

Money:
CP: 3
SP: 9
GP: 13
PP:

Gems & Jewelry:

Magic Items: