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