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Cloony Verne's page

116 posts. Alias of Chyrone.


Full Name

Cloony Verne

Race

Gnome Wizard 1. Hp 7/7 AC 13, 13,11 F+0, R+2, W+3, Init +2, Perc. +3

Age

27

Special Abilities

Pet canary that sings when life's getting a turning point.

Languages

More than you know likely

Occupation

Stowaway wizard

About Cloony Verne

Sheet

Spoiler:

Cloony
NG Male Gnome
Illusion specced Wizard

Init +2;
Languages: Aklo, Common, Draconic, Elven, Giant, Gnome, Goblin, Orc, Sylvan
Bonded Object: Amulet [1/1 charge]
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DEFENSE
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AC 13, touch 13, flat-footed 11
Hp 7 (1d6+1fav)
Fort +0, Ref +2 Will +3
Spd 20 ft
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OFFENSE
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Base Atk +0; (+1 racial) CMB -1; CMD 11

Melee :
-Club (1d4-1)

Ranged:
-Sling +3 (1d3-1, x2)
Touch: +3

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STATISTICS
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Str 8, Dex 14, Con 10(8+2), Int 18, Wis 12, Cha 10(8+2)

Feats:
-Spellfocus: Illusion (+1 DC)
-Scribe Scroll

Traits:
-Stowaway (+1 to stealth & survival to find food)
-Trickster (+1 CL for range, duration and AoE for illusion spells)

Skills:

Skill points per lvl: 6 (2+4int)
-Appraise 1 [+8]
-Kn. Arcana 1 [+8]
-Kn. History 1 [+8]
-Kn. Nature 1 [+8]
-Linguistics 1 [+8]
-Spellcraft 1 [+8]

Spells known:

Lvl 0, all cantrips at will, 3 a/day, DC14 (DC16 if illusion)
Prepared: Daze, Detect Magic, Ray of Frost

Lvl 1 x7, 2 a/day, DC15 (17 vs illusion),
Burning Disarm, Color Spray, Disguise Self, Magic Missile, Shield, Silent Image, Sleep.
Prepared: Color Spray, Magic Missile.
[Illusion focus slot]

Special abilities

Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
Type: Gnomes are Humanoid creatures with the gnome subtype.
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.
Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
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.

Defense Racial Traits

Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

Feat and Skill Racial Traits

Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Magical Racial Traits

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores 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.

Offense Racial Traits

Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Senses Racial Traits

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Focused school: Illusion
Opposing schools: Divination, Necromancy

School powers

Extended Illusions (Su)

Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Blinding Ray (Sp)

As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Invisibility Field (Sp)

At 8th level, you can make yourself Invisible as a swift action for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility.

Inventory

club --gp 3lbs
dagger 2gp 1lbs
journal, 10gp 1lbs
charkoal stick x2, 1gp --lbs
backpack 2gp 2lbs
Sling --gp --lbs
20 bullets (common), 2sp 10lbs
Canary 4cp 9oz
Bird feed x10 5sp 5lbs

money start 70gp
money spent 15gp 7sp 4cp
total weight 22lbs
Light load= 1-26lbs

History leading to his adventure

Spoiler:

Cloony is a young gnome who's always been a bit of a prankster. Showing talent in illusions and tricks, he often fooled his peers when he thought their classes too boring.
Not because he was uninterested in the topics, but the way it was brought required some "excitement", which Cloony was happy to provide.
"Of course we have the.......what was, eeeeeeeeeee!!! A rat!!!!!!!"....of course there wasn't one to start with, not that Cloony would say so of course.

This talent had gotten him into and out of places he shouldn't be. Being a curious type this has happened on more than one occasion.
Just like the last few days. Cloony had wondered what all the hush-hush was about with a warehouse at the docks in Magnimar.

"All these people are whispering so much, this looks suspicious to me. What would a gnome's life be without a little excitement, i'm going in hehe."
Cloony had made his way with the use of ghost sound and daze as he went deeper into the area. Being small helps if you want to sneak. Looking around Cloony eventually saw the biggest crate he'd ever seen with a label that said FRAGILE. A vase, a rare crystal ball maybe? Throwing a few more ghost sounds he snuck closer until....."Chirp..chirpchirp chirrrrrrp"
His pet canary "Puffy" was in the mood to start singing and had just made itself a brandnew alarm. He got Puffy as a birthday present once, maybe it was to warn the teachers he was somewhere off-limits, it didn't matter to him back then.
"Aw..no.....". Cloony had to run as quickly as he could, there were more people on the same area than previously.

Finally making it outside after a sleep spell got the better of his persuers, he decided to take a walk. He saw many ships docked, one was almost about to depart.
"It seems people need a pass to get on nowadays, still, pretty ship." Puffy took off again, flying towards the ship's final on-shore cargo. The canary landed in a large unsealed basket. Passing between and past the sailors' legs he climbed into the basket to get his bird. As he had him again it became dark as the lid was put onto it.
Hey...what's going on? I'm moving? But wait, that would mean i'm going on board? Indeed Cloony got taken to the cargo hold where his hiding place was now placed. Over the time he had succeeded in obtaining some "free" food, but even that luck runs out at some point.
Whatever the reason, his canary starts being very merry at points that change Cloony's life. It started singing when a sailor was about to take something from the hold. "Who are you?"

...i'm busted..