Peren Ambergross

Coranthillion Brightburn's page

12 posts. Organized Play character for Xanthius.


Full Name

Coranthillion Brightburn

Race

Gnome

Classes/Levels

Mystic Warrior 6 / Ini +6 / Fort +6, Rex +5, Will +8 / HP 42 / AC 16, T 14, FF 13 / CMD 15 / Per +14

Gender

Male

Size

Small

Age

82

Special Abilities

Ini +6, Fort +6, Rex +5, Will +8, HP 42, AC 16, CMD 15

Alignment

NG

Deity

Brigh

Languages

Common, Gnome, Sylvan, Draconic, Dwarven

Occupation

Actor

Strength 9
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 16
Charisma 12

About Coranthillion Brightburn

Background:

10 Minute Backstory:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
1. Coranthillion is a bit eccentric and looks for opportunities to show his flair.
2. 3'7, 37 LBS, Always dressed formally for performances, Coranthillion wears a tuxedo with a top hat. His youthful appearance is deceptive of his true age and his teal hair hangs loose down to his shoulders.
3. Virgil is prideful, vain, and--slightly--xenophobic.
4. Virgil dresses in greens and silvers. Scorpions adorn most of his clothing in various styles.
5. Virgil is a gypsy 1/2 orc.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1. Virgil desires.....everything!...jk...he does desire all the finer things offered in this life.
2. I would like to see Virgil redeemed....

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
1. Virgil denies the existence of his mother. He is ashamed of her....profession.
2. Unbeknownst to Virgil, his father is aiding the Ottomans as an adviser.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1. Mariann al Akcari--Virgil's mother; prostitute in Constantinople.
2. Orban--Virgil's father, adviser/inventor for Mehmed II; fate unknown to Virgil.
3. Jochi Borjigin--Virgil's cousin from near Mongolia; relocated to Constantinople; descendant of Ghengis Khan.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1. Virgil renamed himself Geryon in defiance of his father's abandonment.
2. Virgil has a special keepsake of his father's: a gold/silver pocket watch. He constantly keeps it wound around his left wrist and hand. He uses it as a focus.
3. Coranthillion is insatiatiably curious.

Religion:

Brigh
The Whisper in the Bronze
Gods and Magic, p. 45
Pathfinder.wikia.com/wiki/Brigh
Details
Alignment N
Areas of Concern: Invention, Clockwork
Domains: Artifice, Earth, Fire, Knowledge
Favored Weapon: Light Hammer

Crunch:

Coranthillion Brightburn
Male Gnome Mystic Warrior 6
NG Small humanoid (gnome)
Init +6; Senses Low-light Vision; Perception +14
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Defense
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AC 16, touch 14, flat-footed 13 (+2 armor, +0 shield, +0 deflection, +3 Dex, +0 natural, +0 dodge, +1 Size)
hp 42 (6d8+6)
Fort +6 Ref +5, Will +8
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Offense
--------------------
Speed 20 ft.
Melee +1, Adamantine Scimitar +9 (1d4+3 18-20/x2)
Range

Special:
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=11.

Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects = 6. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess = 3d6+3. This attack bypasses an amount of damage reduction and hardness equal to your cleric level = 6. You can use this ability a number of times per day equal to 3 + your Wisdom modifier = 6.

Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier = 24.

Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level = 6. You can use this ability for a number of rounds per day equal to your cleric level = 6. These rounds do not need to be consecutive.

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Statistics
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Str 9, Dex 16, Con 12, Int 14, Wis 16, Cha 12
Base Atk +4; CMB +2; CMD 15
Feats: Weapon Finesse, Dervish Dance, Create Wonderous Items
Skills: Acrobatics +3, Appraise +2, Bluff +1, Climb -1, Craft (Alchemy) +8, Diplomacy +1, Disguise +1, Escape Artist +3, Fly +3, Heal +7, Intimidate +13, Know (Arcana) +6, Know (dungeoneering) +6, Know (nature) +6, Know (planes) +6, Know (religion) +6, Perception +14, Perform (Dance) +6, Perform (Sing) +6, Profession (Actor) +14, Ride +3, Sense Motive +13, Spellcraft +9, Stealth +16, Survival +12 (15 Track), Swim -1

Traits: Heirloom Weapon, Merciful Scimitar
Languages Common, Gnome, Sylvan, Draconic, Dwarven

Other Gear

Adamantine +1 Scimitar 4 lbs
Greater Hat of Disguise - lbs
Bracers of Armor +2 1 lb

Outfit, Traveler's 5 lbs

Inquisitor's Kit 34 lbs
(a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a gold holy symbol.)
Outfit, Noble's 10 lbs
Masterwork Artisan's Tools 5 lbs
Dice - lbs
Cards (50 gp value) 1 lb
5 Antiplague - lbs
5 Antitoxin - lbs

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Tracked Resources
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10 Torches
10 Candles
5 Days Trail Rations
50' Hemp Rope
5 Antiplague - lbs
5 Antitoxin - lbs

Wealth 54 gp 9 sp

Class:

Mystic Warrior (Inquisitor Archetype)

The Mystic Warrior uses the disciplines of the Tovenaar to tap into the divine power of her enemies, using their own abilities against them on the battlefield.

Alignment: An inquisitor’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.

Hit Dice: d8.

Class Skills

The inquisitor’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

Weapon and Armor Proficiency

An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Spells Known

Level Spells Known
0th 1st 2nd 3rd 4th 5th 6th
1st 3 1 — — — — —
2nd 4 2 — — — — —
3rd 5 3 — — — — —
4th 5 3 1 — — — —
5th 5 3 2 — — — —
6th 5 3 3 — — — —
7th 5 4 3 1 — — —
8th 5 4 3 2 — — —
9th 5 4 3 3 — — —
10th 5 4 4 3 1 — —
11th 5 5 4 3 2 — —
12th 5 5 4 3 3 — —
13th 5 5 4 4 3 1 —
14th 5 5 5 4 3 2 —
15th 5 5 5 4 3 3 —
16th 5 5 5 4 4 3 1
17th 5 5 5 5 4 3 2
18th 5 5 5 5 4 3 3
19th 5 5 5 5 4 4 3
20th 5 5 5 5 5 4 4

Spells per Day

Level Spells Known
1st 2nd 3rd 4th 5th 6th
1st 1 - — — — —
2nd 2 - — — — —
3rd 3 - — — — —
4th 3 1 - — — —
5th 4 2 - — — —
6th 4 3 - — — —
7th 4 3 1 - — —
8th 4 4 2 - — —
9th 5 4 3 - — —
10th 5 4 3 1 - —
11th 5 4 4 2 - —
12th 5 5 4 3 - —
13th 5 5 4 3 1 -
14th 5 5 4 4 2 -
15th 5 5 5 4 3 -
16th 5 5 5 4 3 1
17th 5 5 5 4 4 2
18th 5 5 5 5 4 3
19th 5 5 5 5 5 4
20th 5 5 5 5 5 5

An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.

An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table: Inquisitor. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table: Inquisitor Spells Known. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table: Inquisitor Spells Known are fixed.)

The Mystic Warriors martial focus comes at the detriment of their spellcasting, and consequently they learn one less spell per level.

Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Mystic Domains: Artifice, Knowledge

Judgement 2/day

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore: adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze: morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Conductive: has no duration restriction, and can only be used to channel her domain powers.

Cunning Initiative:adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment: At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track: adds half her level on Survival skill checks made to follow or identify tracks.

Mystic Spellsage:

Bane: imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Discern Lies: can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Spellsage Spell:

Spells Known:

0 Level
Brand Creates permanent brand on target creature.
Detect Magic Detects spells and magic items within 60 ft.
Light Object shines like a torch.
Resistance Subject gains +1 bonus on saving throws.
Sift See area as though examining it.
1st Level
Burst Bonds 1d6 damage/level (max 5d6) to restraints.
Shield of Faith Aura grants +3 deflection bonus.
Vocal Alteration Disguise target's voice.
Spellsage- Cure Light Wounds Cures 1d8 damage + 1/level (max +5).
Artifice- Animate Rope Makes a rope move at your command.
Knowledge- Comprehend Languages You understand all spoken and written languages.
2nd Level
Acute Senses Subject gains a bonus on Perception checks.
See Invisibility Reveals invisible creatures or objects.
Tongues Speak and understand any language.
Spellsage- Cure Moderate Wounds Cures 2d8 damage + 1/level (max +10).
Artifice- Wood Shape Reshapes wooden objects to suit you.
Knowledge- Detect Thoughts Allows “listening” to surface thoughts.

Spell Descriptions:

0 Level

Brand
School transmutation [curse]; Level inquisitor 0

CASTING
Casting Time 1 standard action
Components V, S, DF

EFFECT
Range touch
Targets creature touched
Duration 1 day/level
Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION
Brand etches an indelible rune or mark of no more than 6 characters onto a creature, inflicting 1 point of damage. The mark may be placed on any exposed portion of the creature, typically the head or forearm. A brand can be hidden by clothing or removed by scraping it away (causing 1d6 points of damage), though the brand returns if the damage is healed.

Detect Magic
The gadget spec URL could not be found
School divination; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0

CASTING
Casting Time 1 standard action
Component: V, S

EFFECT
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no

DESCRIPTION
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.

Light
The gadget spec URL could not be found
School evocation [light]; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0; Elemental School wood 0

CASTING
Casting Time 1 standard action
Components V, M/DF (a firefly)

EFFECT
Range touch
Target object touched
Duration 10 min./level
Saving Throw none; Spell Resistance no

DESCRIPTION
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.

You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Resistance
The gadget spec URL could not be found
School abjuration; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, paladin 1, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0

CASTING
Casting Time 1 standard action
Components V, S, M/DF (a miniature cloak)

EFFECT
Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

Resistance can be made permanent with a permanency spell.

Sift
School divination; Level bard 0, inquisitor 0

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range 30 ft.
Area one 10-ft. cube
Duration instantaneous
Saving Throw none; Spell Resistance no

DESCRIPTION
You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a -5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures.

1st Level

Burst Bonds
School evocation; Level inquisitor 1

CASTING
Casting Time 1 standard action
Components V

EFFECT
Range touch
Targets one object or creature restraining you
Duration instantaneous
Saving Throw Fortitude half (object); Spell Resistance yes

DESCRIPTION
You blast your restraints with divine wrath, dealing 1d6 points of damage per caster level to the target object (maximum 5d6), ignoring hardness of 10 or less. A Fortitude save halves the damage, although only magical restraints receive a Saving Throw.

You can also target a creature that is grappling or otherwise restraining you (such as by adhesive or the swallow whole ability) with the spell. You don't need to make a touch attack to use burst bonds against a creature, and you can cast this spell without making a concentration check while grappled or pinned. The creature does not take damage as above. If you are grappled and your target fails its save, you may make an immediate attempt to break the grapple (but not reverse it) as a free action, with a +1 luck bonus to your CMB per caster level (maximum +5). If the target creature fails its save and you are restrained by an ability that originally allowed a Saving Throw, burst bonds allows a new Saving Throw with a +1 luck bonus per two caster levels (maximum +5).

Shield of Faith
The gadget spec URL could not be found
School abjuration; Level cleric/oracle 1, inquisitor 1; Domain glory 1; Subdomain agathion 1

CASTING
Casting Time 1 standard action
Components V, S, M (parchment with a holy text written on it)

EFFECT
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION
This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).

Vocal Alteration
School transmutation; Level alchemist 1, bard 1, inquisitor 1, sorcerer/wizard 1, witch 1

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 minute/level
Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION
You alter the target’s voice to something else. For example, you could make the target’s voice high-pitched, husky, or nasal, or change its accent to an accent you are familiar with. If this spell is used as part of a disguise, the target gets a +10 bonus on the Disguise check when trying to fool a listener.

The target can vary the disguised voice just as it could its normal voice. For example, a halfling female given a male dwarf noble’s voice and accent could speak in falsetto, with a rural halfling accent, and so on.

Cure Light Wounds
The gadget spec URL could not be found
School conjuration (healing); Level alchemist 1, bard 1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, ranger 2, shaman 1, witch 1; Domain healing 1

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text

DESCRIPTION
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

Animate Rope
School transmutation; Level bard 1, sorcerer/wizard 1; Domain artifice 1; Elemental School wood 1

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range medium (100 ft. + 10 ft./level)
Target one rope-like object, length up to 50 ft. + 5 ft./level; see text
Duration 1 round/level
Saving Throw none; Spell Resistance no

DESCRIPTION
You can animate a nonliving rope-like object. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half.

The possible commands are "coil" (form a neat, coiled stack), "coil and knot," "loop," "loop and knot," "tie and knot," and the opposites of all of the above ("uncoil," and so forth). You can give one command each round as a move action, as if directing an active spell.

The rope can enwrap only a creature or an object within 1 foot of it - it does not snake outward - so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch-diameter hemp rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a concentration check with a DC of 15 + the spell's level to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.

The rope itself and any knots tied in it are not magical.

The spell cannot affect objects carried or worn by a creature.

Comprehend Languages
The gadget spec URL could not be found
School divination; Level alchemist 1, bard 1, cleric/oracle 1, inquisitor 1, shaman 1, sorcerer/wizard 1, witch 1; Domain knowledge 1; Subdomain language 1

CASTING

Casting Time 1 standard action
Components V, S, M/DF (pinch of soot and salt)

EFFECT

Range personal
Target you
Duration 10 min./level

DESCRIPTION

You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

Comprehend languages can be made permanent with a permanency spell.

2nd Level

Acute Senses
School transmutation; Level alchemist 2, bard 2, inquisitor 2, ranger 2

CASTING
Casting Time 1 standard action
Components V, S, M (a glass lens)

EFFECT
Range touch
Target creature touched
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance yes

DESCRIPTION
The target gains a +10 enhancement bonus on Perception checks. The bonus increases to +20 at caster level 8th, and +30 (the maximum) at caster level 16th.

See Invisibility
The gadget spec URL could not be found
School divination; Level alchemist 2, bard 3, bloodrager 2, inquisitor 2, sorcerer/wizard 2, summoner/unchained summoner 2, witch 2; Subdomain revelation 2; Bloodline aberrant 2; Elemental School void 2

CASTING
Casting Time 1 standard action
Components V, S, M (talc and powdered silver)

EFFECT
Range personal
Target you
Duration 10 min./level (D)

DESCRIPTION
You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.

The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.

See invisibility can be made permanent with a permanency spell.

Tongues
The gadget spec URL could not be found
School divination; Level alchemist 3, bard 2, cleric/oracle 4, inquisitor 2, shaman 4, sorcerer/wizard 3, summoner/unchained summoner 3, witch 3; Subdomain agathion 3, language 3; Bloodline aberrant 3; Elemental School wood 3

CASTING
Casting Time 1 standard action
Components V, M/DF (a clay model of a ziggurat)

EFFECT
Range touch
Target creature touched
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance no

DESCRIPTION
This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.

Tongues can be made permanent with a permanency spell.

Cure Moderate Wounds
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School conjuration (healing); Level alchemist 2, bard 2, cleric/oracle 2, druid 3, inquisitor 2, paladin 3, ranger 3, shaman 2, witch 2; Domain healing 2

DESCRIPTION
This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10).

Wood Shape
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School transmutation; Level druid 2, shaman 2; Domain artifice 2

CASTING
Casting Time 1 standard action
Components V, S, DF

EFFECT
Range touch
Target one touched piece of wood no larger than 10 cu. ft. + 1 cu. ft./level
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes (object)

DESCRIPTION
Wood shape enables you to form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn't possible. There is a 30% chance that any shape that includes moving parts simply doesn't work.

Detect Thoughts
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School divination [mind-affecting]; Level alchemist 2, bard 2, inquisitor 2, sorcerer/wizard 2, summoner/unchained summoner 2, witch 2; Domain knowledge 2

CASTING
Casting Time 1 standard action
Components V, S, F/DF (a copper piece)

EFFECT
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw Will negates; see text; Spell Resistance no

DESCRIPTION

You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).

2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.

3rd Round: Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts.

Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Racial Traits:

Gnome Racial Traits
Abilities: +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

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

Feats:

1) Weapon Finesse (Combat)

Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

3) Dervish Dance (Combat)

Prerequisites: Dexterity 13, Weapon Finesse, Perform (dance) 2 ranks, proficient with scimitar.

Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.

5) Craft Wondrous Item (Item Creation)

Prerequisite: Caster level 3rd.

Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

Traits:

Heirloom Weapon (Equipment)

You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family.

Benefit: proficiency with that specific weapon: Scimitar

Merciful Scimitar (Combat)

You learned to cut foes with a scimitar without killing them.

Benefit(s): You can deal nonlethal damage with a scimitar without taking a penalty on your attack rolls.

Equipment:

Adamantine +1 Scimitar 4 lbs
Greater Hat of Disguise - lbs
Bracers of Armor +2 1 lb

Outfit, Traveler's 5 lbs

Inquisitor's Kit 34 lbs
(a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a gold holy symbol.)
Outfit, Noble's 10 lbs
Masterwork Artisan's Tools 5 lbs
Dice - lbs
Cards (50 gp value) 1 lb
5 Antiplague - lbs
5 Antitoxin - lbs