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About Grimbli FizzwhizzlePFS #: 70085-10 Crunch:
EXPERIENCE XP: 4 Prestige/Fame: 6/8 COMBAT
ATTACKS
Ranged
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
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.
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.
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
SKILLS - Current ACP: 0
BOONS
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):
1st-level (5/day):
BLOODLINE POWERS
Gear and Encumbrance:
ENCUMBRANCE Current Encumbrance: Light Light Encumbrance: up to 20 lbs. Medium Encumbrance: 21-40 lbs. Heavy Encumbrance: 41-60 lbs. GEAR
Backpack (0.5 lbs.)(Total: 8.5 lbs.)
Belt Pouch (0.125 lbs.)(Total: 2.125 lbs.)
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
Background:
Animal Companion (White Tiger):
"Fluffy" ABILITIES
COMBAT
ATTACKS
SPECIAL FEATURES
FEATS
SKILLS
TRICKS
GEAR
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
2015-01-05 - Scenario #5-11: Library of the Lion
2015-01-30 - Scenario #6-10: The Wounded Wisp
2015-04-14 - Scenario #5-04: The Stolen Heir
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