Human

Effan Effluvium's page

325 posts. Alias of therealthom.


Full Name

Effan Effluvium

Race

Gnome

Classes/Levels

Sor 2 EP:?

Gender

Male

Size

small , 3'6" 45#

Age

54

Alignment

Neutral Good

Deity

Desna

Languages

Common, Gnome, Dwarf

Occupation

Cobbler

Strength 10
Dexterity 14
Constitution 13
Intelligence 14
Wisdom 12
Charisma 18

About Effan Effluvium

Effan Effluvium
HD- 4+1d4+1 HP- 16 Currently- 16
Initiative +6, Speed 20'
Defense: AC normal, touch, flat-footed :13, 13, 11 (+1 size, +2 dex)
Saves- fort+2 (+0+1Con+1 Cloak) reflex+3(+0+2dex+1 Cloak) will+4(+2+1wis+1 Cloak)
Armor-None (+0ac,maxdex+100,0acp)

Attacks: BAB +1 , Grp -1
Small Quarter Staff: +1, 1d4, x2
Small Dagger: +1, 1d3, 19-20 x2, 10'
Combat Wand: Ranged touch attack +3, 1d4 damage, max 40', DC 10 spellcraft/concentration to fire. Add (roll-10)/3 to damage.

Spoiler:
This wand is a Type 1 Sonic wand. It has a maximum range of 40', 1d4 sonic damage, and requires a DC10 concentration/spellcraft check to fire off. If removed from the liguid it will take 24 hours to dry out before becoming usable.

Combat Wands
I think this concept works better for a spellcaster than having a wizard using a crossbow. It fits them more, flavor-wise, in my opinion. Attacks with Combat wands are ranged touch attacks.
These wands are made by saturating the wand in rare resins and alchemical substances that are infused with the energy type of the wand to be made.
Although they channel arcane energy, most wands are not magical themselves. For purposes of further enchanting them, they are considered masterwork weapons which are limited to only being able to receive enhancement bonuses (+1 through +5) and not the special abilities of weapons.
Special- For every 3 points the wielder’s concentration check exceeds the wand’s DC, the wielder may add 1 point of their ability bonus (of their primary casting ability, determined by highest caster level) to damage. So a wizard who exceeds the DC by 9 may add up to +3 points of his/her intelligence modifier to damage.
Special- Combat wands are considered one handed weapons for the purposes of two weapon fighting. They require great mental training and focus to use.
Special- Any effect that applies a penalty of bonus to the wielder’s attack, is also applied to the concentration check. Examples: Two weapon fighting penalties, being prone, recipient of a Bless spell.
Special- An attack with a Combat wand is treated as a ranged attack for determining things like attacks of opportunity.

Spells:
Spells/day : infinite cantrips; 1st,4 Spells used today: 1st, 0.
Spells Known: 0 -- Light, Detect Magic, Mending , mage hand, resistance
1st -- Sleep, Animate Rope

Skills:

Spoiler:

Craft(Cobbler) +6 ( +1, +2 Int +3 class)
Survival +2 (1 ranks +1 Wis)
Knowledge(Nature) +3 (1 ranks + 2 Int)
Knowledge(geography) +3 (1 ranks +2 Int)
Knowledge(Local) +3 (1 ranks +2 Int)
Deception +5 (1 + 4 Cha)
Spellcraft +6 (1 +2 Int +3 class)
Use Magic Device +8 (1 rank +4 Ch +3 Class)

Languages- Common, Gnome, Sylvan; Dwarven, Draconic

Feats: Improved Initiative

Racial Features:

Spoiler:

+1 AC, size ; +1 attack, size ; +4 stealth size ; move 20' ; (carry 3/4), 20' low light vision; +2 save v illusion; +1 DC casting illusion; +1 attack reptilians&goblins; +4 ac v giants ; +2 craftor profession(any), +2 smell or touch perception, ,

Ch 11 or higher -> Spell-like 1/day Speak with animals; dancing lights; ghost sound; presto! ;save DC 11+Cha mod

Familiar:

Spoiler:
Catharine, calico cat. (Tiny)
HP 2. Speed 30' AC 15 (+2 size, +2 dex +1 "natural armour") Attacks: BAB +0+2+2, 2x claws +4, 1d2-4, bite -1, 1d3-4 SAves F =2 R +4 W +1
Balnce +10, CLimb +5 Hide +17 Listen +4, Move Silent +9, Spot +4, Weap finess (claw , bite) Intellignece 6, Improved Evasion (Reflex saves- fail= 1/2 dam, make = 0 dam) Share spells (5' or self as touch), Empathic link.

Equipment:

Spoiler:

Quarter Staff 2
Dagger 0.5
Rope, silk 50' 5
Artisans Clothe 1
Cloak of Resistance +1 (gift of lizardmen p 34)
Belt pouch 0.125
Waterskin 1
Whetstone 1
Whistle
Oil, 2 pint 2
Tindertwigs,3
Holy Symbol, Wood

Backpack 0.5
Bed roll 1.25
Blanket 0.75
Flint/steel
Lantern hooded 2
Tent 5
Rations, 10 days 10 lbs

29 gp
3 sp
8 cp

Current Load: ~15 lbs without pack. 31.5 with pack.
light load (24.75) medium (49.5) heavy (75)

Possesions at home:MW Cobbler Tool 5lbs
-A small, fist-sized shrunken head on a long braided necklace that looks to be dwarven in appearance with its eyes and mouth sewn shut with metal cord. This disgusting item radiates an aura of illusion magicks.

Background:

Spoiler:

Effan grew up far from the Hollow, son of a nice wholesome gnomish family who lived in a hole in the side of a gully. Not a nasty wet dirty hole, but a gnome hole and that means comfort.

His family was famous in their clan for how loudly and shrilly they could whistle and for the magic, songs, and stories they could weave. When Effan was young the whistles of his parents were the only thing that could pierce his preoccupation with whatever he was doing, catching frogs, observing flowers, smoking corn husks, and call him home again.

Although he loved his family, Effan never quite fit in. His magic was different from the rest of the family's; more practical, less artful.

As he approached adulthood, encouraged by dreams of wonder and a danding lady, he resolved to travel the land and see the world.

His first winter abroad showed him the benefits of having a more permanent home. Bitterly cold, wet, and hungry, he snuck into a home at the edge of the Hollow. After pilfering some cheese and bread from the kitchen, he retreated into what he supposed was a humble barn. In fact it was a cobbler's workroom. Ah the smell of the leather, the simplicity of the patterns, the heft of the hammers, and sharp edges of the knives. Spying the pieces for a new set of shoes cut and laid out for assembly, he decided to repay the cobbler for the food by finishing the shoes. After completing his task, he left to sleep in the neighbor's hayloft. Cobbler's names: Dern and Mary Cabblesole

In this way for three days, Effan completely ruined the cobbler's day's work. Finally the cobbler had enough. On the fourth night he and his wife hid themselves and kept watch for the vandal who threatened to impoverish them. When Effan crept into the workroom , humming merrily, and started gleefully to sew the pieces together, the cobbler was struck with his enthusiasm and obvious pleasure in the work. His wife was reminded of the child they'd never had. So, rather than braining the little twit, they took him in as an apprentice.

Six years Effan has lived in the hollow. The cobbler has passed on, but Effan cares for his old wife, Mary, and has taken over the business. Effan likes the work, and for now his wanderlust has abated. He identified the lady of his dreams with Desna, and plans to travel again when Mary dies. He applies his spells to his work as well as he can. Mending, light, mage hand have all been useful, but animate rope has been a great boon. Allowing him to pass thread through smaller holes in the leather in his finest work. In his spare time, he hikes the nearby woods and in solitude tries to conjure up greater magic.

Appearance: Effan is tall for a gnome, but if you're not a gnome or halfling, who can tell?) His hair is a very light brown, eyes light blue shot with yellow flecks, skin color the dark reddish brown of apple heartwood.

2nd level hit points (1d6+1=7)

Campaign history:
1. meeting with lizardfolk: page 21-22

Party Treasure:

Spoiler:

From the storekeeper
2 doses of oil to make a weapon magicked (2X oil of magic weapon, lasts 1 minute),

a dose of liquid silver to coat a weapon with silver for a bit (silversheen, lasts 1 hour) Keegan took it for the werewolf fight, wasn't clear he used it.

a bandage that will help a wounded foe to not bleed out (blessed bandage, 1X use, automatically stabilizes target)

On the road to the orphanage shells are from a Brush-willow Swallow and can fetch 20gp if sold to an alchemist or herbalist

spider tower
a shirt of chain fashioned from mithral, (Actually the mithral shirt can be adjusted to fit either small or medium sized characters, take about 15 minutes to adjust it, it is currently set up for medium.)

a dagger made of a dark metal that appears to be adamantine (small size)
and a light rectangular shield made of a metal that appears to be a mix of mithral and adamantine.

8 pieces of barstock of mithral and 8 matching pieces of barstock composed of adamantine.

2 handaxes(medium sized), one cold iron and one made of the strange hybrid metal as the shield (counts as adamantine for hardness and stuff like the +1 to hit and damage, weighs the same as normal weapon due to the lighter mithral alloy in it.)