Prankster Illusionist

Grimbli Fizzwhizzle's page

114 posts. Organized Play character for Pedwiddle.


Full Name

Grimbli Fizzwhizzle

Race

Gnome

Classes/Levels

Sorcerer (Wild-Blooded) 2 [ HP 12/14 | AC 12/FF10/T12 | Fort +2, Ref +2, Will +3 (+1 within 30' of animal) | Init +2 | Perception +2 ]

Gender

Male

Size

Small

Alignment

CG

Languages

Common, Draconic, Gnome, Sylvan

Strength 6
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 10
Charisma 19

About Grimbli Fizzwhizzle

PFS #: 70085-10

Crunch:

EXPERIENCE
XP: 4
Prestige/Fame: 6/8

COMBAT
HP: 14
Init: +2 (2 (Dex))
AC: 12 (Touch: 12, Flat-footed: 10) (+2 Dex)
Fort: +2, Ref: +2, Will: +3 (+1 within 30' of an animal)
BAB: +1
CMB: -2 (1 (BAB) + -2 (Str) + -1 (Size))
CMD: 10 (10 + 1 (BAB) + -2 (Str) + 2 (Dex) + -1 (Size))

ATTACKS
Melee
Cestus, Cold Iron (-1 to hit, 1d4-2 (B or P) damage, 19-20/x2 crit.)

Ranged
Acid Splash (+3 to hit (vs. Touch AC), 1d3+1 (acid) damage, x2 crit.)
Masterwork Crossbow, Light (+4 to hit, 1d6 damage, 80' range, 19-20/x2 crit.)

Racial and Class Features:

RACIAL FEATURES
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.
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.
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.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Slow Speed: Gnomes have a base speed of 20 feet.
Small: Gnomes 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.
Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.

CLASS FEATURES
Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Feats, Traits, Skills, and Boons:

FEATS
Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component.
Spell Focus (Conjuration): +1 bonus on save DCs for one school.

TRAITS
Animal Friend (Racial, Gnome): You've long been a friend to animals, and feel safer when animals are nearby. You gain a +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet, and Handle Animal is always a class skill for you.
Beast Bond (Social, Ride): You share a close bond with animals. You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you.

SKILLS - Current ACP: 0
Acrobatics: 2 (0 + 2 (Dex)) (ACP)
Appraise*: 1 (0 + 1 (Int))
Bluff*: 9 (1 + 3 (Class Skill) + 4 (Cha) + 1 (Racial))
Climb: -2 (0 + -2 (Str)) (ACP)
Craft*: 1 (0 + 1 (Int))
Diplomacy: 5 (0 + 4 (Cha) + 1 (Racial))
Disguise: 3 (0 + 4 (Cha))
Escape Artist: 2 (0 + 2 (Dex)) (ACP)
Fly*: 2 (0 + 2 (Dex)) (ACP)
Handle Animal*: 9 (1 + 3 (Class Skill) + 4 (Cha) + 1 (Trait))
Heal: 0 (0 + 0 (Wis))
Intimidate*: 4 (0 + 4 (Cha))
Knowledge (Arcana)*: 5 (1 + 3 (Class Skill) + 1 (Int))
Knowledge (Nature)*: 5 (1 + 3 (Class Skill) + 1 (Int))
Linguistics: 1* (0 + 1 (Int)) (Untrained) (* - +2 to decipher writings/codes)
Perception: 2 (0 + 0 (Wis) + 2 (Racial))
Ride*: 7 (1 + 3 (Class Skill) + 2 (Dex) + 1 (Trait)) (ACP)
Sense Motive: 0 (0 + 0 (Wis))
Spellcraft*: 5 (1 + 3 (Class Skill) + 1 (Int))
Stealth: 6 (0 + 2 (Dex) + 4 (Size)) (ACP)
Survival: 0 (0 + 0 (Wis))
Swim: -2 (0 + -2 (Str)) (ACP)
Use Magic Device*: 9 (2 + 3 (Class Skill) + 4 (Cha))

BOONS
Codebreaker (Grand Lodge Faction): Venture-Captain Ambrus Valsin was impressed by your clever work with ciphers and invited you to study codes in more detail for future missions. You gain a +2 bonus on Linguistics checks made to decipher a writing or understand a code, and you may use Linguistics in this way even if untrained.
Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Explore, Report, Cooperate: You have an excellent sense of what makes and exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name - such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item - would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
Prized Find: You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

Spells and Bloodline Powers:

SPELLS
Racial SLA's (1/day each)
Dancing Lights: Create torches or other lights. (Medium range, Up to four lights, all within a 10' radius, 1 min.)
Ghost Sound: Produce sounds equivalent in volume to 4 humans/CL. (Close range, 1 round/level, DC 14 Will save to disbelieve)
Prestidigitation: Performs minor tricks. (10' range, 1 hour)
Speak with Animals: You can communicate with animals. (Personal, 1 min./level)

0-level (unlimited/day):
Acid Splash: Orb deals 1d3 damage. (Close range, instantaneous)
Detect Magic: Detects all spells and magic items within 60 ft. (60' cone)
Light: Object shines like a torch (Touch, 1 object, 10 minutes/level)
Mage Hand: 5-pound telekinesis. (Close range)
Mending: Makes minor repairs on an object. (10' range, 1 object, 10 minute casting time)

1st-level (5/day):
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures. (15' cone, instantaneous, DC 16 Will Neg.)
Grease: Makes 10-ft. square or one object slippery. (Close range, one object or 10' square, 1 min./level, DC 16 Reflex to use item or avoid falling)

BLOODLINE POWERS
Animal Companion (Ex): You gain an animal companion. Your effective druid level for this ability is equal to your sorcerer level – 3 (minimum 1st).

Gear and Encumbrance:

ENCUMBRANCE
Current Encumbrance: Light
Light Encumbrance: up to 20 lbs.
Medium Encumbrance: 21-40 lbs.
Heavy Encumbrance: 41-60 lbs.

GEAR
Traveler's Outfit (2.5 lbs.)
Masterwork Light Crossbow (2 lbs.)
- 10 Bolts, Cold Iron (0.5 lb.)
Cestus, Cold Iron (0.5 lb.)

Backpack (0.5 lbs.)(Total: 8.5 lbs.)
- Bedroll (1.25 lbs.)
- Blanket (0.75 lbs.)
- Gnome Trail Rations (4 days) (1 lb.)
- Rope, Silk (50') (4 lbs.)
- Waterskin (1 lb.)

Belt Pouch (0.125 lbs.)(Total: 2.125 lbs.)
- Acid Flask (1 lb.)
- Alchemist's Fire (1 lb.)
- Wand of Infernal Healing (48/50 charges remaining) (- lbs.)
- Money (1675 gp 2 sp)

Appearance:

DESCRIPTION
Grimbli is a bright-eyed, cheerful gnome who always tries to find the best of any situation. His lack of physical ability is more than made up for by his wit and charm.

PHYSICAL CHARACTERISTICS
Height: 3'4"
Weight: 39 lbs.
Skin: Tanned
Hair: Light blonde
Eyes: Green

Background:

Animal Companion (White Tiger):

"Fluffy"

ABILITIES
Str: 13
Dex: 17
Con: 13
Int: 2
Wis: 15
Cha: 10
Size: Medium
Speed: 40'

COMBAT
HD: 2 (12 HP)
Init: +3 (3 (Dex))
AC: 17 (Touch: 13, Flat-footed: 13) (+3 Dex, +1 Natural Armor, +3 Armor)
Fort: +4, Ref: +6, Will: +2
BAB: +1
CMB: +2 (1 (BAB) + 1 (Str))
CMD: 15 (10 + 1 (BAB) + 1 (Str) + 3 (Dex))

ATTACKS
Bite (+2 to Hit, 1d6+1 (B/P/S) Damage, x2 Crit)
Claw x2 (+2 to Hit, 1d4+1 (B/P) Damage, x2 Crit)

SPECIAL FEATURES
Link
Low-light Vision
Scent
Share Spells

FEATS
Armor Proficiency, Light

SKILLS
Acrobatics*: 3* (0 + 3 (Dex)) (* - +4 racial bonus to jump checks) (ACP)
Climb*: 1 (0 + 1 (Str)) (ACP)
Escape Artist: 3 (0 + 3 (Dex)) (ACP)
Fly*: 3 (0 + 3 (Dex)) (ACP)
Intimidate: 2 (0 + 2 (Wis))
Perception*: 6 (1 + 3 (Class Skill) + 2 (Wis))
Stealth*: 3 (0 + 3 (Dex)) (ACP)
Survival: 2 (0 + 2 (Wis))
Swim*: 1 (0 + 1 (Str)) (ACP)

TRICKS
Attack x2 (allows it to attack unnatural foes)
Come
Defend
Down
Guard
Heel

GEAR
Barding, Studded Leather (Big Cat) (20 lbs.)

Future Development:

1 - Spell Focus (Conjuration)
3 - Boon Companion
5 - Augment Summoning
7 -
7S- Improved Initiative
9 -
11-

Chronicles:

2014-07-09 - #5-08: The Confirmation
Awarded: 1XP, 2PP, 430GP
Spent:
- 2PP (Wand of Infernal Healing)
- Retrained Equipment

2014-08-11 - Scenario #0-06: Black Waters
Awarded: 1XP, 2PP, 427GP
Spent:

2015-01-05 - Scenario #5-11: Library of the Lion
Awarded: 1XP, 2PP, 510GP
- Boon: Codebreaker
- Boon: Custom Order (PbP Game Day 3)
Spent:
- Masterwork Light Crossbow (335GP)
- Cold Iron Bolts x 10 (2GP)

2015-01-30 - Scenario #6-10: The Wounded Wisp
Awarded: 1XP, 2PP, 510GP
- Boon: Explore, Report Cooperate
- Boon: Prized Find
Spent:

2015-04-14 - Scenario #5-04: The Stolen Heir
Awarded: 1XP, 2PP, 509GP
Spent: