Jemet Winderbole

Griffo Noakes's page

80 posts. Organized Play character for Kip84.


Gender

Status:
HP: 8/8 | INIT: +5 | AC: 14, Touch: 14, Flatfooted: 10 | Fort: +2, Ref: +4, Will: +2 | Acid Darts Used: 0/7 | Spell Save DCs: 0th: 14, 1st: 15 (Conjuration spells +1) | Concentration Checks: +7 | Perc: +3

About Griffo Noakes

Griffo Noakes 43196-4
Halfling Wizard
Conjurer
Prohibited schools: Abjuration, Necromancy.
Bonded Object: Wand
Languages: Halfling, Common, Dwarven, Elven, Gnome, Goblin, Terran.
Alignment: NG

Abilities:
Str: 8, Dex: 16, Con: 12, Int: 18, Wis: 10, Cha: 9

Base Abilities:
18 (17), 14 (5), 12 (2), 10 (0), 10 (0), 7 (-4)

Defence:
HP: 8
AC: 14 (3 Dex, 1 Size)
CMD: 11
Fort: +2
Ref: +4
Will: +2

Offence:
BAB: +0
CMB: -2

Acid Dart: +4, 1d6 (Crit 20x2) 7/day

Spells/Day:
Cantrips: 3 (DC: 14) 1st: 2+1 (DC: 15)
(Concentration Bonus: +7)

Prepared Spells:
Cantrips: Detect Magic, Disrupt Undead
1st: Enlarge Person.

Spellbook:

Cantrips:
All except Necromancy and Abjuration
+ Disrupt Undead

1st lvl: Grease
Infernal Healing
Mage Armour
Charm Person 
Sleep
Colour Spray
Enlarge Person
Obscuring Mist
Magic Missile
Burning Hands

 
Conjuration School Powers:

The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.

Summoner's Charm (Su) : Whenever you cast a conjuration ( summoning ) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Acid Dart (Sp) : As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.

Dimensional Steps (Sp) : At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity . You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.


Skills: (6 Ranks) 
Knowledge Arcana: +8 (1 Rank, 4 Int, 3 Class)
Knowledge Planes: +8 (1 Rank, 4 Int, 3 Class)
Knowledge Dungeoneering: +8 (1 Rank, 4 Int, 3 Class)
Linguistics: +8 (1 Rank, 4 Int, 3 Class)
Perception: +3 (1 Rank, 0 Wis, 2 Race)
Ride: +3 (3 Dex)
Spellcraft: +8 (1 Rank, 4 Int, 3 Class)
Stealth: +7 ( 3 Dex, 4 Size)

Feats:
Spell Focus Conjuration

Traits:
Focused Mind: +2 on Concentration Checks
Reactionary: +2 Initiative

Equipment: Light load: 19.5lb
Spellbook                                   3lb
Wand of Infernal Healing (Bonded Object)
Spell Component Pouch            2lb (5gp)
Scroll Case                                0.5lb (1gp)
Backpack                                   0.5lb (2gp)
Trail rations x5                           1.25lb (2.5gp)(In Pack)
Waterskin                                   1lb (1gp)
Explorers Outfit                          2lb (10gp)

Total Weight:                             10.25lb
Scrolls: 
Infernal Healing x2
Charm Person
Enlarge Person
Detect Secret Doors (In Backpack)

Wands:
Infernal Healing: 48
Magic Missile: 24

Riding Dog
Military Saddle
Saddle Bags
Trail Rations x6 (In Saddle Bags)

(Bought during Intro 3):
Cold Weather outfit 1.75lb (8gp) (In Saddle bags)
Bedroll 1.25lb (1Sp) (Rolled with tent behind saddle)
Tent (small) 5lb (10gp)
Animal Feed (Carnivore) 40lb (4sp) (In Saddle bags)

(Bought after Intro three but not on chronicle sheet)
Wand of magic missile (25 charges) 375gp

Griffo scrolls bought and copied into spell book after intro 3 but not on chronicle sheet

Burning hands 35
Magic Missile 35
Disrupt Undead 17.5
Obscuring Mist 35

132.5

Courtiers outfit with jewelry : 50gp
Tabard worth 30gp
Jewelry worth 20gp

Wand of CLW 2pp (50 charges)
GP 16.5

Wurt Riding Dog Stats:

N Medium Animal

Init +2; Senses low-light vision, scent ; Perception +8

Defense

AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)

hp 13 (2d8+4)

Fort +5, Ref +5, Will +1

Offense

Speed 40 ft.

Melee bite +3 (1d6+3 plus trip )

Statistics

Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6

Base Atk +1; CMB +3; CMD 15 (19 vs. trip)

Feats Skill Focus ( Perception )

Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

Ecology

Environment any

Organization solitary, pair, or pack (3–12)

Treasure none

Larger dogs (known to Small races like halflings and gnomes as riding dogs) include hardier breeds such as huskies, mastiffs, and wolfhounds. A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a DC 10 Ride check.


Halfling Racial Traits:

+2 Dexterity , +2 Charisma , –2 Strength : Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Small : Halflings are Small creatures and 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.

Slow Speed : Halflings have a base speed of 20 feet.

Fearless : Halflings receive a +2 racial bonus on all saving throw s against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck : Halflings receive a +1 racial bonus on all saving throw s.

Keen Senses : Halflings receive a +2 racial bonus on Perception skill checks.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

Weapon Familiarity : Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Languages : Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Griffo is a studious looking Halfling with short curly brown hair and side burns. Bright green eyes look through round spectacles with a thin wire frame. He wears a light green cloak, with deep pockets, trimmed with yellow. The cloaks hood is long and pointed with a yellow tassel hanging from the point. A wide brown leather belt circles his waist on the outside of the cloak holding a large pouch and a leather scroll case, both comically large against his small body.

Griffo explores the world with the pathfinders to gain knowledge of the Golarians past and hopefully to learn new spells. 

Chronicle Sheets:
Chronicle 1 (First Steps 1: In Service To Lore)
Chronicle 2 (First Steps 3: A Vision of Betrayal)