Luonim the Vast

Gack Blooth's page

119 posts. Organized Play character for EwokBanshee.

Full Name

Gack Blooth


| HP: 14/14 | AC: 18 (14 Tch, 15 FF) | CMB: -2, CMD: 9| F: +2, R: +3, W: +4 | Init: +11 | Perc: +0, SM: +0


| Speed 20ft | Spells: 1st 4/4, 1/2 |

Bot Me:
[dice=Acid Splash, Acid Flask (M) vs Touch]1d20+4[/dice] [dice=Damage]1d3+1[/dice]


M NN Gnome Spellslinger 1/ Sorcerer 1

Strength 5
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 10
Charisma 18

About Gack Blooth

Name: Gack Blooth
Sex: M Race: Gnome Class/Level: Wizard (Spellslinger) 1, Sorcerer (Tattooed) 1
Alignment: NG Size: M Type: Humanoid
Init +11; Senses: Low light vision, Perception +0
Favored Class Bonus: +1 skill
Languages: Common, Draconic, Dwarf, Gnome, Goblin, Sylvan

AC 15, touch 14, flat-footed 12 (+1 armor, +3 dex, +1 Size)
HP 14 (4(1d6) +2 Con)
Fort +2, Ref +3, Will +4

Speed 20ft

Dagger -3 (1d4-3, 19-20)

Pistol +4 (1d6, 20 ft)

Acid Splash +4 (1d3+1, 30ft) While holding Acid Flask, through the pistol.

Burning Hands Reflex, DC17 (4d4, 15ft cone) When shooting through the pistol. +1d6 when consuming Alchemist Fire, or +1 when consuming SaltPeter.


[dice=Acid Splash, Acid Flask (M) vs Touch]1d20+4[/dice] [dice=Damage]1d3+1[/dice]

[dice=Burning Hands, DC 17 Reflex for half]4d4+1[/dice]


Str 5 (-3), Dex 16 (+3), Con 14 (+2), Int 12 (+1), Wis 10 (+0), Cha 18 (+4)
BAB +0, CMB -2, CMD 9

Feats, Traits, Racial:

Mage's Tattoo (Evocation):you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. Dancing Lights.
Gunsmithing: Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
Exotic Weapon Proficiency(Firearms):You make attack rolls with the weapon normally.

Improved Initiative:You get a +4 bonus on initiative checks.

Magical Lineage (Scorching Ray):When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Affinity for the Elements (Fire):Add 1 to the DC of saving throws made to resist the effects of spells cast by you that have the fire descriptor.

Friend in Every Town:You gain a +1 trait bonus on all Knowledge (Local) checks and Diplomacy checks. Diplomacy is a class skill.

Racial Abilities
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.

Academician (Local): Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill.

Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.


Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.

Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor and using the bloodline powers of the fire elemental bloodline. (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome’s level; the DCs are Charisma-based.

(4 skill points/level)
+1 to aid another
Mod Ranks Attribute Name of Skill
+3 0 (dex) Acrobatics
+1 0 (int) Appraise
+5 0 (cha) Bluff
-3 0 (str) Climb
+1 0 (int) Craft
+10 1 (cha) Diplomacy
-- 0 (dex) Disable Device
+4 0 (cha) Disguise
+3 0 (dex) Escape Artist
+3 0 (dex) Fly
-- 0 (cha) Handle Animal
+0 0 (wis) Heal
+8 0 (cha) Intimidate
+5 1 (int) Knowledge (Arcana)
+ 0 (int) Knowledge (Dungeoneering)
+ 0 (int) Knowledge (Engineering)
+ 0 (int) Knowledge (Geography)
+ 0 (int) Knowledge (History)
+8 1 (int) Knowledge (Local)
+ 0 (int) Knowledge (Nature)
+ 0 (int) Knowledge (Nobility)
+5 1 (int) Knowledge (Planes)
+ 0 (int) Knowledge (Religion)
+5 1 (int) Linguistics
+0 0 (wis) Perception
+4 0 (cha) Perform
* 0 (wis) Profession
+3 0 (dex) Ride
+0 0 (wis) Sense Motive
-- 0 (dex) Sleight of Hand
+5 1 (int) Spellcraft
+7 0 (dex) Stealth
+0 0 (wis) Survival
-3 0 (str) Swim
+8 1 (cha) Use Magic Device

Caster Level: 2 (Concentration +6)
Familiar: 2 Guns
School: Gun
Opposition Schools: Abjuration, Necromancy, x, x (Extra Slot)

1 (2/day, DC 12) – Silent Image, Unseen Servant, Floating Disk, Mage Armor x2

A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. When he casts through the arcane gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. Yet there are dangers inherent to this method. If any of the spells’ attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the broken condition, the gun explodes. As a swift action, he can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single barrel of his firearm.

Bloodline: Elemental (Fire), Primal

Bloodline Arcana: Whenever you cast a fire spell, that spell deals +1 point of damage per die rolled.

Tattoo Familiar: Greensting Scorpion

Bloodline Tattoo: Her bloodline spells are always enhanced by her Mage’s Tattoo feat, even if they don’t match the school to which her Mage’s Tattoo belongs.

0 (at will, DC 14) – Detect Magic, Light, Acid Splash, Read Magic

1 (4/day, DC 15) – Burning Hands (Combine with Alchemist Fire for combined damage.)(Combine with Saltpeter for +1 damage.) Grease (DC +1 with flask.)

2 (0/day, DC ) -

3 (0/day, DC ) -

4 (0/day, DC ) -

5 (0/day, DC ) -

6 (0/day, DC ) -

Combat Gear
Masterwork Pistol, Haramaki, Dagger, Alchemist Fire (5), Acid Flask (1), Alchemist Grease (3), Saltpeter (9), 6 scrolls of Magic Missile

Other Gear:

Wizard's Kit (a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, trail rations (5 days), and a waterskin), Masterwork Artisan's Tools, Masterwork Backpack, Smelling Salts, 2 Spring-Loaded Wrist Sheath

Cure Light Wounds (49)
x ()- In Spring-Loaded Wrist Sheath
x (50) - In Spring-Loaded Wrist Sheath

Scrolls: Air Bubble, Mount, Comprehend Languages, Force Quiet, Obscuring Mist, Reduce Person

Potions: Touch of the Sea, [Remove Blindness/Deafness]

1746 GP


Promotional Reroll (Goblin IPA): You can reroll a single d20 roll you make during the course of the scenario. Add +1 for my Star.


A gnome with vibrant green hair whose belly is almost as big as his smile, and his personality.