Celestial Gnome

Gnimishmeijinomu's page

231 posts. Organized Play character for UncleFroggy.


Full Name

Gnimishmeijinomu

Race

HP 42/42 | AC 17 (18 w/Shield) | F/R/W: 8/7/9 | Perc +7 low-light | 25 feet | Class/Spell DC 20 | Hero Point: 1/3 | Exploration Activity: Search |

Classes/Levels

Performance (Comedy): +11, Deception/Diplomacy/Performance/Intimidation: +10, Nature(E): +9, Acrobatics, Lore (Herbalism/Theater): +5 |

Gender

2396852-2004 | NG Male Wellspring Gnome Entertainer Sorcerer 3 | Spells: -/3/2 | Focus: 1/1 | ◆◇↺ |

Age

25

Alignment

NG

Deity

Sarenrae

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

About Gnimishmeijinomu

Male gnome sorcerer 3
NG, Small, Fey, Gnome, Humanoid
Heritage: Wellspring Gnome (Electric Arc)
Background: Entertainer
Perception: +6; low-light vision
Languages: Common, Gnomish, Sylvan
STR 10 (+0), DEX 12 (+1), CON 16 (+3), INT 10 (+0), WIS 14 (+2), CHA 16 (+3)
AC 16 (17 Shield), HP 32, F/R/W: 7/6/8
Class DC: 19
Speed: 25

PFS Info:

PFS#: 2396852-2004
PFS School: Spells
PFS School Item: Minor Healing Potion x2
Chronicle

Skills/Offense:

Please see the botting spoiler

Primal Sorcerer Spellcasting:

Spell DC: 20 (Level Bump, Rugged Mentor)
Spell Attack: 11 (Level Bump, Rugged Mentor, Combat Mentor)
Focus Spells:
Elemental Toss - With a fiick of your wrist, you fling a chunk of your elemental matter at your foe. Make a spell attack roll, dealing 1d8 bludgeoning damage (or fire damage if your element is fire) on a success, and double damage on a critical success. This spell has your element’s trait.
Wellspring Gnome Spell: Shield
First World Magic Spell: Electric Arc
Cantrips (7 slots): Guidance, Gouging Claw, Produce Flame, Ray of Frost, Disrupt Undead, Scatter Scree, Spout
1st Level: Heal, Horizon Thunder Sphere, Hydraulic Push, Burning Hands
2nd Level: Acid Arrow, Scorching Ray, Resist Energy
Signature Spells: Heal, Horizon Thunder Sphere

Feats and Abilities:

Ancestry Feats:
First World Magic (Arcane) - Some other source of magic has a greater hold on you than the primal magic of your fey lineage does. This connection might come from an occult plane or an ancient occult song; a deity, celestial, or fiend; magical effluent left behind by a mage war; or ancient rune magic.

Background Feats:
Fascinating Performance - When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you’re trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour.

General Feats:
Natural Medicine - You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.

Skill Feats:
Virtuosic Performance (Comedy) - You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance.

Class Feats:
Cantrip Expansion - Add 2 cantrips

Class Features: Elemental Bloodline

Other Abilities: Radiant Oath Champion

Equipment:

Combat Gear: Dagger(1), Hand Crossbow (21 bolts), Throwing Knife (3)
Other Gear: backpack, bedroll, chalk (10), flint and steel, rations (2 weeks), rope 50', soap, waterskin, Caltrops(2), Healer's Tools
Magic Items: Wayfinder
Personal Consumables
Scrolls: Heal (Lvl 1 - 2, Lvl 2 - 2)
Potions: Healing (Minor x2, Lesser x2)
Bulk: 2 (Encumbered at: 5; Maximum at: 10)
Coins: 0.69 gp

Botting (Level Bump, Combat Mentor, Rugged Mentor):

Gnimish will never engage in hand-to-hand combat (he was never built to do that!). He will stand off and use spells (or his crossbow) to fight off hostiles.

Saves
[dice=Fortitude]d20+8+1[/dice]
[dice=Reflex]d20+7+1[/dice]
[dice=Will]d20+9+1[/dice]
[dice=Perception]d20+7[/dice]

Skills

[dice=Acrobatics]1d20+7[/dice]
[dice=Deception]1d20+10[/dice]
[dice=Diplomacy]1d20+10[/dice]
[dice=Intimidate]1d20+10[/dice]
[dice=Lore, Herbalism]1d20+7[/dice]
[dice=Lore, Theater]1d20+7[/dice]
[dice=Nature(E)]1d20+9[/dice]
[dice=Perception]1d20+7[/dice]
[dice=Performance]1d20+10[/dice]
[dice=Performance (Comedy)]1d20+10+1[/dice]

Spells

[dice=Electric Arc, DC 20 Basic Reflex, Electricity]2d4+5[/dice]
[dice=Disrupt Undead, DC 20 Basic Fortitude, Positive]2d6+5[/dice]
[dice=Burning Hands, 15' Cone, DC 20 Basic Reflex, Fire]2d6+1[/dice]
[dice=Scatter Scree, DC 20 Basic Reflex, Bludgeoning]2d4+5[/dice]
[dice=Spout, DC 20 Basic Reflex, Bludgeoning]2d4+5[/dice]

[dice=Produce Flame (30' range); Fire]d20+11; 2d4+5[/dice] Crit: Double Damage, 2d4 Persistent Fire
[dice=Ray of Frost (120' range); Cold]d20+11; 2d4+5[/dice] Crit: Double Damage, -10 to speed 1 rd
[dice=Gouging Claw; Piercing]d20+11; 2d6+5[/dice] Crit: Double Damage, 2d4 Persistent Bleed
[dice=Hydraulic Push (60' range); Bludgeoning]d20+11; 3d6+1[/dice] Target knocked back 5'
[dice=Hydraulic Push (Crit); Bludgeoning + Target knocked back 10']6d6+1[/dice]
[dice=Acid Arrow (120' range); Acid]d20+11; 3d8+1[/dice] Crit: Double Damage, 1d6 Persistent Acid
[dice=Elemental Toss (30' range); Fire]d20+11; 2d8+1[/dice]

[dice=Heal, 1 action, Positive]1d8[/dice]
[dice=Heal, 2 action, Positive, 30' range]1d8+8[/dice]
[dice=Heal, 3 action, Positive, 30' emanation]1d8[/dice]

Non-Magical
[dice=+1 Hand Crossbow, 60' Range, Piercing]d20+9; 1d6+1[/dice]
[dice=+1 Hand Crossbow, 60' Range, Piercing, MAP]d20+4; 1d6+1[/dice]

[dice=Dagger]d20+8[/dice] for [dice=Piercing/Slashing]1d4+1[/dice]
[dice=Dagger, MAP, Agile]d20+4[/dice] for [dice=Piercing/Slashing]1d4+1[/dice]
[dice=Dagger, MAP 2+, Agile]d20[/dice] for [dice=Piercing/Slashing]1d4+1[/dice]

[dice=Dagger, 10' range]d20+8[/dice] for [dice=Piercing]1d4[/dice]

[dice=Throwing Knife, 20' range]d20+8[/dice] for [dice=Piercing]1d4+1[/dice]
[dice=Throwing Knife, MAP, Agile, 20' range]d20+8[/dice] for [dice=Piercing]1d4+1[/dice]
[dice=Throwing Knife, MAP 2+, Agile, 20' range]d20[/dice] for [dice=Piercing]1d4+1[/dice]

Feats
[dice=Natural Medicine, Treat Wounds]d20+9[/dice]
[dice=Healing]2d8[/dice]
[dice=Additional Healing, Crit]2d8[/dice]