Gnome

Figni Milchik's page

No posts. Alias of BinkyBo.


About Figni Milchik

Gnome wizard (Exploiter) 1
NG Small humanoid (gnome)
Init +2; Senses Perception +2
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AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 8 (1d6+2)

Str 9, Dex 14, Con 14, Int 16, Wis 10, Cha 14
Base Atk +0; CMB -2; CMD 10

Fort +2, Ref +2, Will +2; +2 vs. fear, despair
Speed 20 ft.
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Melee
club +0(1d4)
Ranged
crossbow +2(1d6)

Wizard Spells Prepared (CL 1st; concentration +4)
. . 1st—color spray (DC 14), mage armor
. . 0 (at will)—dancing lights, detect magic, ray of frost

Arcane Reservoir 3/3 pts.

Feats Extra Arcanist Exploit, Scribe Scroll
Traits Affable (diplo), Witty Repartee,

Skills Acrobatics +4, Bluff +7, Climb +1, Diplomacy +7, Know (arcana) +9,
Know (local) +7, Linguistics +7, Perception +2, Spellcraft +7
Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Draconic, Elven, Goblin, Halfling, Sylvan
Gear: Light Crossbow, 20 bolts, Monk's Robes, Waterskin
Backpack - (8) rations, bedroll, 20 bolts

Racial:

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.

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.

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 dim light.

Eternal Hope Gnomes rarely lose hope and are always confident
that even hopeless situations will work out. Gnomes with this racial
trait receive a +2 racial bonus on saving throws against fear and
despair effects. Once per day, after rolling a 1 on a d20, the gnome
may reroll and use the second result.
This racial trait replaces defensive training and hatred.
Academician: Some gnomes are more academically inclined than
their kin. Gnomes with this racial trait gain a +2 bonus on any single
Knowledge skill. (arcana)
This racial trait replaces the obsessive racial trait.

Class Abilities:

Arcane Reservoir (Su) At 1st level, the exploiter wizard gains
the arcanist's arcane reservoir class feature. The exploiter wizard
uses his wizard level as his arcanist level for determining how many
arcane reservoir points he gains at each level.
This ability replaces arcane bond.

The arcanist's arcane reservoir can hold a maximum amount of magical
energy equal to 3 + the arcanist's level. Each day, when preparing
spells, the arcanist's arcane reservoir fills with raw magical energy,
gaining a number of points equal to 3 + 1/2 her arcanist level. Any
points she had from the previous day are lost. She can also regain
these points through the consume spells class feature and some arcanist
exploits. The arcane reservoir can never hold more points than the
maximum amount noted above; points gained in excess of this total are
lost.

Points from the arcanist reservoir are used to fuel many of the
arcanist's powers. In addition, the arcanist can expend 1 point from
her arcane reservoir as a free action whenever she casts an arcanist
spell. If she does, she can choose to increase the caster level by 1
or increase the spell's DC by 1. She can expend no more than 1 point
from her reservoir on a given spell in this way.

Exploiter Exploit At 1st level and every 4 levels thereafter,
the exploiter wizard gains a single arcanist exploit. The exploiter
wizard uses his wizard level as his arcanist level for determining the
effects and DCs of his arcanist exploits.
This ability replaces arcane school.

>Quick Study: The arcanist can prepare a spell in place of an
existing spell by expending 1 point from her arcane reservoir. Using
this ability is a full-round action that provokes an attack of
opportunity. The arcanist must be able to reference her spellbook when
using this ability. The spell prepared must be of the same level as
the spell being replaced.

>Bloodline Development:
Silver Tongue (Su): At 1st level, you can draw upon your outsider
heritage to spin amazingly convincing lies. Activating this ability is
a swift action. You gain a +5 bonus on one Bluff check made to
convince another of the truth of your words (similar to using
glibness). If a magical effect is used against you that would detect
your lies or force you to speak the truth, the user of the effect must
succeed on a caster level check (DC 10 + your sorcerer level) to
succeed. Failure means the effect does not detect your lies or force
you to speak only the truth. You can use this ability a number of times
per day equal to 3 + your Charisma modifier.

Spellbook:
Ant Haul, Color Spray, Disguise Self, Enlarge Person, Mage Armor, Magic Missile.

Bio:

[spoiler=yada yada]
Witty Repartee
Benefit: You gain a +1 trait bonus on Bluff checks and Bluff is a class skill for you.
Affable
Benefit(s): You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.