Arnistolientar Popswicker

Haggin Goodfey's page

178 posts. Alias of RyckyRych.


Full Name

Haggin Goodfey

Race

Gnome

Classes/Levels

Sorcerer (3) HP (16/16)| AC/T/FF 12/12/11|CMD 10|Init +1|Perc +4|Sense +0|F +3|R +2|W +3|

Gender

Male

Size

Small

Age

70

Alignment

CG

Location

Unknown!

Occupation

Jeweler

Strength 8
Dexterity 13
Constitution 14
Intelligence 14
Wisdom 10
Charisma 18

About Haggin Goodfey

Background:
Haggin Goodfey is a jewelcrafter/sorcerer than has no true home. As some gnomes like to do he prefers to move about the known world, letting his reputation as a skilled jeweler spread slowly wherever he goes. He stays in one locale just long enough to find a job that will take him to another land to either find a material he needs or to deliver a finished product. In doing so he always seems to have some sort of business wherever he goes.

He learned the art of the sorcerer from his father, passing down the family tradition as it were. His mother introduced him to the craft of jeweler, a trade that Haggin seems to be very proud of. Of course, the coin that his creations tend to bring him never hurts. As his reputation grew he took his hobby as his profession, using arcane mark to sign all of his work invisibly.

At this moment he had decided to take a ship in order to deliver an order to a client in Sargava. The order was not particular in any way, in fact it is a simple necklace with a common ruby centerpiece. The necklace was not hard to make, it just so happens that the gnome had no business in Sargava. Since he did not want to risk losing the order he elected to take the trip by boat and simply drum up some business while he was there, perhaps addig to his collection of odd centerpiece items while he was there.

Stat Block:
Haggin Goodfey
Male Gnome Sorcerer 3
CG Small Humanoid (gnome)
Init +1; Senses low-light vision; Perception +4
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Defense
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AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 16 (3d6+6)
Fort +3, Ref +2, Will +3; +2 vs. illusions
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee Masterwork Dagger +2 (1d3-1/19-20/x2)
Ranged Masterwork Sling +4 (1d3-1/x2)
Special Attacks hatred
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Light (At will), Prestidigitation (1/day), Speak with Animals (1/day)
Sorcerer Spells Known (CL 3):
1 (6/day) Color Spray (DC 16), Mage Armor, Entangle (DC 15), Burning Hands (DC 15)
0 (at will) Read Magic, Detect Magic, Mending, Arcane Mark, Spark (DC 14)
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Statistics
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Str 8, Dex 13, Con 14, Int 14, Wis 10, Cha 18
Base Atk +1; CMB -1; CMD 10
Feats Arcane Talent (Light) (3/day), Eschew Materials, Magical Aptitude
Traits Collector (Spellcraft), Focused Mind
Skills Acrobatics +1 (-3 jump), Appraise +8, Craft (jewelry) +10, Diplomacy +7, Fly +3, Perception +4, Spellcraft +12, Stealth +5, Survival +0 (+2 to avoid becoming lost, +2 to avoid becoming lost when using this), Use Magic Device +12; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven, Gnome, Sylvan
SQ bloodlines (fey), illusion resistance, laughing touch (7/day), woodland stride
Combat Gear Potion of mage armor (2), Wand of charm person, Wand of cure light wounds; Other Gear Masterwork Dagger, Masterwork Sling, Wayfinder (empty), Artisan's tools, masterwork (Craft [jewelry]), Backpack, masterwork (9 @ 3 lbs), Belt pouch (3 @ 1.5 lbs), Blanket, Compass, Earplugs, Ink, black, Inkpen, Parchment (3), Scroll case (3 @ 0 lbs), Sealing wax, Shaving kit, Signet ring, Trail rations (3), Waterskin, Wrist sheath, spring loaded (1 @ 0.5 lbs), 156 GP, 7 SP, 7 CP
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Special Abilities
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Arcane Talent (Light) (3/day) You gain a chosen spell as a spell-like ability, 3/day.
Collector (Spellcraft) If have collection within 5 ft gain +2 trait bon to selected skill.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fey +2 to save DCs from spells of the Compulsion subschool.
Focused Mind +2 to Concentration checks
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Illusion Resistance +2 racial bonus to saves against illusions.
Laughing Touch (7/day) (Su) Melee touch attack leaves target able to take only move actions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Woodland Stride (Ex) Move through undergrowth at normal speed.