![]()
About Dignis "Diggy" BurrowsCG Gnome Inquisitor 1/Sorcerer 5
Defense:
Init +7; Senses darkvision; Perception +10
AC 20, touch 14, flat-footed 17 (+6 armor, +3 dex, +1 size) hp 45 (1d8+5d6+12+5 favored) Saves Fort +6 Ref +5 Will +8 Offense:
Speed 30
Melee +1 (magical beast bane) rapier +3 (1d4-1,+1 18-20x2), dagger +2 (1d3-1 19-20x2) Ranged dagger +6 (1d3-1 19-20x2), ranged touch +6 Base Atk +2 CMB +0 CMD +13 Feats and Traits:
Feats: Arcane Armor Training, Combat Casting, Eschew Materials, Improved Initiative
Traits: Magical Knack Pick a class when you gain this trait— your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.
Skills:
Points/Ranks (28)
appraise +6/1 bluff +8/1 climb +3/1 craft +0/0 diplomacy +8/1 disguise +4/0 fly +3/0 heal +1/0 intimidate +9/1 knowledge arcana +8/1 (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts) history +7/1 (wars, colonies, migrations, founding of cities) nature +6/1 (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin) planes +7/1 (the Inner Planes, Outer Planes, Astral Plane, Ethereal Plane, outsiders, planar magic) religion +6/1 (gods, mythic history, ecclesiastic tradition, holy symbols, undead) perception +10/6 profession +0/0 ride +7/1 sense motive +6/1 spellcraft +6/1 stealth +16/6 survival +5/1 swim +3/1 use magic device +8/1 *Blue skills are sorcerer class skills. Languages Common, Draconic, Gnome, Goblin, Sylvan SQ darkvision, 30' speed, gnome traits Inquisitor Spells and Abilities:
Spells Known (CL 1) Concentration +2
0: (DC 11) Create Water, Detect Poison, Guidance, Sift 1: 2/day (DC 12) Cure Light Wounds, Expeditious Retreat Domain Travel (Cayden Cailean): Increase your base speed by 10 feet.
Sorcerer Spells and Abilities:
Spells Known (CL 6) Concentration +10
0: (DC 14) Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Message, Read Magic 1: 7/day (DC 15) Burning Hands (acid)*, Magic Missile, Mount: (Pony), (Horse), Shield, Silent Image 2: 5/day (DC 16) Create Pit, Glitterdust, Scorching Ray (acid)* (* Bloodline spell) Spell-like abilities 1/day— dancing lights, ghost sound, prestidigitation, and speak with animals. Acid Ray 7/day- 1d6+3, 30' Earth Bloodline:
Class Skill: Knowledge (planes).
Bonus Spells: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th). *These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element. Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse. Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline. Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted below. Element Energy Type Elemental Movement Earth Acid Burrow 30 feet Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Elemental Resistance (Ex): At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20. Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. 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. This power has a range of 60 feet. Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on the above chart. Elemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type. Racial Traits:
Diggy took the darkvision racial trait from the ARG: Darkvision: Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses. He also took Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait. He put 2 points into Knowledge (arcana).
Gnome Racial Traits
Small: Gnomes are Small creatures and 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. Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type. 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 or effects. Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon. 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. Gear:
Wands
Rods Potions Scrolls Feather fall (25) Rings Ring of Sustenance (2,500) Armor +2 Mithral Chain Shirt (5,100) Weapons +1 Bane Rapier (3,320). Dagger (2) Wondrous Items Belt of Dexterity +2 (4,000), Cloak of Resistance +1 (1,000), Handy Haversack (2,000) Other Gear Belt Pouch (1), Miniature Shovel (in sack) Saddlebags (4), Silk Rope (10), Waterskin (1), Bucket (2), Tankard (1/2) Encumbrance 22.5/45/67.5 Weight 9.75 Gold 48.98 Dignis Burrows: Gnome at large:
Diggy hails from the Stone Mountain region of Varisia. His clan traveled there before he was born, seeking trade with a tribe of dwarves whose gem and silver mines dotted the region. They did well for a while, but, as is usually the case with gnomes, they started to get bored, and many moved on.
Diggy befriended a number of his bearded pals, and spent much time visiting their underground halls and enjoying the pleasures of good food and strong drink. When he was invited to train as an inquisitor of Cayden Cailean, he jumped at the chance. It wasn't long before things got out of hand. When he tried to cast inquisitor spells, other things happened: Magic that didn't conform to any cast by the faithful of the order. Rather than just the orisons granted by their god, he found himself casting other spells that weren't divine in nature. He tried to hide it at first, but it didn't take long for the higher-ups to notice he wasn't quite right. While they recognized that his sorcerer abilities were no fault of his own, arcane magic was not approved of among the devout, and he was dismissed from any further training. Diggy was unhappy at first, but found his arcane spells useful in his travels, and reasoned that if his inborn magic was so bad, why was it so good? It was a part of him, and he was a well-meaning gnome. While he was no longer accepted as an inquisitor among his old school, he'd never been "defrocked." What inquisitor abilities he'd gained still functioned, so Cayden Cailean appeared to have a different idea of him than most, it seemed. He learned to cast his spells under the guise of being a wandering inquisitor, and few noticed any difference. He couldn't do what most inquisitors did. He did other things, and he liked it. Too bad some people couldn't see the value in that. Diggy is 3' 4" tall and weighs 39 lbs. He has bright red hair and a somewhat ruddy complexion. He tends to dress in earth tones, given his obsession with earthy magic. Party:
Terflynn Pram the bow cleric of deity Gozreh. He is Neutral Good.
From the trickery and master of the unpredictable we have Grollus Ardensmith the whip lashing inquisitor of deity Calistra. He is Chaotic Good. From pain and dust, a dwarf with a dark passenger we have Angrom The Tickler the stout and hardy whip fighter of deity Zon-Kuthon. He is Lawful Neutral. Strong hearted and loyal, a half orc whom she do not discriminate we have Embrianna a follower of Shelyn. She is Lawful Good. A hidden torrent of wild arcane power, tamed by the tenets of divinity we have Dignis "Diggy" Burrows a maverick of deity Cayden Cailean. He is Chaotic Good. As swift as the wind, she is a dawnflower tempest of divine fury. We have Jade Parsenol a monk inquisitor of deity Sarenrae. She is Lawful Good. Lastly a most unlikely candidate, a cannibal escaping from his dark past. A redemption play personified. For reason much unknown, we have Thak Val Zsing |