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About G`mork. . . . G'Mork
Size / Type: Tiny Magical Beast
Initiative: +6 (+4 Dex +2 Sleuth)
Deity: N/A
Attributes
BAB: +1 (+0 Investigator +1 Sorcerer) Bite
Claws (x2)
Notes
HP: 30 (1d8 Investigator + 3d6 Sorcerer + 1 Con/Level)[/bigger] AC: 16 (10 + 4 Dex + 2 Size) CMB: 3 (1 BAB + 4 Dex - 2 Size)
Fort +2 (0 Investigator + 1 Sorcerer + 1 Con)
11 / Investigator Level (6 Base + 3 Int + 2 Background)
Notes:
Magical Knack (Magic): Your caster level in Sorcerer gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice. Metamagic Master (Regional): When you use a metamagic feat with the spell Burning Arc, it uses up a spell slot one level lower than it normally would.
Weapon Finesse: You can use your Dexterity modifier instead of your Strength modifier on attack rolls with natural attacks. (Dreamlands Cat Bonus Feat) Spell Focus (Evocation): Add +1 to the Difficulty Class for all saving throws against Evocation spells. (Level 1 Feat) Spell Specialisation (Burning Hands): Treat your caster level as being two higher for all level-variable effects of the chosen spell. Each time you gain an Even level in Sorcerer, you can choose a new spell to replace the spell selected with this feat to become your new specialized spell. (Level 3 Feat)
Martian Cats: Martian cats are hairless and of bright, unusual colors, such as purple, violet, or fluorescent orange. They have long legs and an extremely long tail, but their body mass is about the same as that of an Earth cat. Unlike the cats of Saturn and Uranus, they are not hostile to Earth cats at all, and indeed have made a treaty that Earth cats can visit the two moons of Mars in exchange for letting Martian cats visit Earth’s moon. Fast: Dreamlands cats are fast for their size, and have a base speed of 30 feet. Senses: In addition to having low-light vision, Dreamlands cats have the scent ability. Risky Explorer: Dreamlands cats gain a +4 racial bonus on Climb, Escape Artist, and Stealth checks. Natural Attacks: Dreamlands cats have three primary natural attacks: a bite that inflicts 1d3 points of damage and two claws that inflict 1d2 points of damage each. Weapon Finesse: Dreamlands cats gain Weapon Finesse as a bonus feat. Land on Your Feet: Dreamlands cats treat any fall as if it were 20 feet less than the actual distance of the fall. For example, a cat that falls 30 feet takes only 1d6 points of damage (treating it as a 10 foot fall). A fall of 20 feet or less does not harm a Dreamlands cat. A Dreamlands cat that takes no damage from a fall always lands on his feet. A Dreamlands cat that takes damage from a fall lands on its feet if it makes a successful Reflex save (DC = the damage taken by the fall). Nimble: Dreamlands cats use their Dexterity to modify Climb and Swim checks. Dreamlands Travel: A Dreamlands cat can physically travel to the Dreamlands via one of the many hidden Gates of Slumber. These gates shift and change their locations over time, and may only exist in one space for a few seconds. A Dreamlands cat can attempt to sense a nearby Gate of Slumber at will; whether or not a Gate of Slumber is present is subject to the GM’s discretion (typically, there’s a 20% chance of a Gate of Slumber being somewhere within a 1-mile radius). If a Gate of Slumber exists, the Dreamlands cat knows instinctively where it is. Only a Dreamlands cat can traverse a Gate of Slumber. Gates of Slumber always manifest in hidden, obscure areas, and are almost never in a convenient place when a cat needs to travel to the Dreamlands, such as when trapped or in sudden danger. Except in unusual cases, the dream-traveling cat cannot generally return to the physical world farther than 1 mile from where it left. Whenever the cat returns to its body from the Dreamlands, it can choose to return with Intelligence 2 (perhaps to protect its mind from disturbing discoveries or to thwart detect thoughts) or with its full Dreamlands intellect intact. Moon Jump: When in the Dreamlands, a Dreamlands cat can leap into the night sky and travel to a moon (or, if on a moon, leap and travel to the Dreamlands) as a full-round action that provokes an attack of opportunity. This trip takes the cat 2d6 minutes to complete, and while jumping, the cat is considered in an alternate dimension. A group of four Dreamlands cats can bring a single Small creature with them when they moon jump, while a group of eight Dreamlands cats can bring a single Medium creature with them. A Dreamlands cat may moon jump twice per night, and always returns within 1 mile of its original departure point. Nine Lives: When killed, a Dreamlands cat’s mind and consciousness shifts reflexively back into a dream form, creating a new dream body if necessary. The Dreamlands cat must rest for 1d3 days in the Dreamlands, after which point the Dreamlands cat may return to the waking world. A Dreamlands cat may “resurrect” itself in this manner up to eight times, giving it nine lives in all. Resurrections from other methods (such as via raise dead or other powerful magic) do not count against this limit. Languages: Dreamlands cats speak Cat, but cannot speak other languages. Dreamlands cats always know the native language of the humanoid culture they live in (this is most frequently Common). Dreamlands cats with high Intelligence scores can choose any non-secret language as bonus languages if raised in a humanoid society. If raised in a non-human society (such as elf, halfing, etc.) then they can choose from the bonus languages available to that race. The cats understand these languages and can also read them but cannot speak them. Cats can be understood by anyone who speaks Cat, or as previously noted, spent a week with a specific cat can understand that cat. Equipment Slots: Dreamlands cats are very limited in the type of magic items and equipment they can use. As they have no hands, Dreamlands cats cannot use items that require hands (such as wielding a manufactured weapon or a shield). A cat can wear armor if the armor is tailored to fit its feline body. Cats can wear and benefit from magic rings (up to two, worn on the tail as bracelets) and neck slot magic items. Specially tailored belt, body, shoulder, and wrist slot items can be used if they are created specifically for a Dreamlands cat’s physiology. (Note that the Feline Item Focus feat allows for a Dreamlands item crafter to transform a magic item into something that merges with a cat’s body.) Lastly, Dreamlands cats are known for wearing magical earrings. A single earring or a set typically takes up one magical ring slot. However, at the GM’s discretion, a set of earrings could hold the magical power of items that would take the eyes, feet, or hand slots. Under no circumstances can a Dreamlands cat wear more than two sets of magical earrings, regardless of where they are worn. Of couse, a cat may wear as many tail rings as it feels are fashionable. Spellcasting: A Dreamlands cat can make verbal spell components by yowling and meowing. It can make somatic components by flicking its whiskers and tail and moving its paws. If a spell requires a material component or a focus, the component or focus must be adjacent to the cat (note that the Faithful Feline feat allows a cat to “carry” a divine focus on its body as a pattern in its fur). A cat must concentrate as a move action to cast spells with a somatic component. If the cat does not, the spell is lost unless the cat succeeds at a concentration check against DC 15 + twice the spell’s level.
Proficiencies: Simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields. Light armour can cause spells with somatic components to fail. Sleuth’s Luck (3 / Day): The Sleuth has a pool of luck equal to his Charisma modifier. His luck goes up or down throughout the day, but usually cannot go higher than his Charisma modifier (minimum 1). A sleuth spends luck to accomplish deeds (see below), and regains luck in the following ways.
Deeds: Sleuths spend luck points to accomplish deeds. Most deeds grant a sleuth some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as a sleuth has at least 1 luck point.
Inspiration (3 / Day): The Investigator has a pool of inspiration equal to ½ his investigator level plus his intelligence modifier. An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action. Trapfinding: An investigator adds ½ his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps. Bonded Spellcaster: The Dreamlands cat selects an allied shaman, sorcerer, witch, wizard, or other spellcaster who can accept a familiar and who agrees to take on the Dreamlands cat as her familiar. Once this choice is made, the Dreamlands cat becomes a familiar sorcerer. That bonded spellcaster cannot take feats or options to improve her familiar beyond the normal baseline abilities her class grants to familiars. Typically, a Dreamlands cat selects another player character spellcaster to bond with in the same adventuring party. With the GM's permission, a Dreamlands cat familiar sorcerer can gain an NPC bonded spellcaster as a cohort with the Leadership feat. Alternatively, the GM might permit a Dreamlands cat sorcerer of at least 5th level to gain the Improved Familiar feat, but only to obtain a NPC bonded spellcaster of his sorcerer level – 3. The bonded spellcaster enjoys the normal benefits gained by having a cat familiar except as described below. A familiar sorcerer gains his own Hit Dice, hit points, attacks, saving throws, and skills as normal for a sorcerer (he does not use the rules for determining these values for a familiar). A familiar sorcerer’s Intelligence is determined normally and is not dependent upon or modified by his bonded spellcaster’s class level. The familiar sorcerer gains the following abilities in place of those of a typical familiar. Unlike most class features, these are gained as soon as either the familiar sorcerer or the bonded spellcaster is a high enough level. Share Spells: The familiar sorcerer and his bonded spellcaster may each cast a spell with a target of “You” on the other (as a touch spell) instead of on themselves. Empathic Link: The familiar sorcerer and his bonded spellcaster can communicate empahtically with each other up to a 1 mile distance. They cannot see through each others eyes, only share general emotions. Deliver Touch Spells: The familiar sorcerer can deliver touch spells for the bonded spellcaster. Evasion: The familiar sorcerer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the familiar sorcerer is wearing light armor or no armor. A helpless familiar sorcerer does not gain the benefit of evasion. Magical Conduit: If the familiar sorcerer’s bonded spellcaster is a shaman or witch, the familiar sorcerer still functions as a bonded shaman’s (or witch’s) source of spells, but cannot access any spells himself to cast them with the exception of shaman spirit magic spells. If the bonded spellcaster is a shaman, the familiar sorcerer adds all of the bonded shaman’s spirit magic spells to the sorcerer spell list and to his own spells known as soon as both the familiar sorcerer and the bonded shaman are high enough level to cast the spirit magic spell. If the bonded spellcaster is slain, the familiar sorcerer loses all benefits of this archetype (and does not gain the normal bloodline benefits) until his bonded spellcaster is restored to life or he finds a new spellcaster to bond with. Symbiotic Spellcasting: As long as the familiar sorcerer and the bonded spellcaster are adjacent or sharing the same space, the familiar sorcerer can take advantage of minute, reflexive motions in his bonded spellcaster to satisfy the requirements of somatic spell components. If the bonded spellcaster carries material components or focus components on her person, the familiar sorcerer can use those components as well. Material components are consumed as the familiar sorcerer casts his spell. In order to use a focus component, the bonded spellcaster must be carrying that focus component in a hand.
0-Level (X / Day)
1-Level (6 / Day)
Currency: 1200gp
Necklace of Atlach-Nacha
Ring of Eloquence
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