Count Saleno

Ignacious Throckmorton III's page

54 posts. Alias of James Martin (RPG Superstar 2010 Top 16, 2011 Top 32).


About Ignacious Throckmorton III

Ignacious Throckmorton III
LN Halfing Wizard 3

STATS

Spoiler:

STR: 8 (-1) 0 pts (-2 race)
DEX: 16 (+3) 5 pts (+2 Race)
CON: 13 (+1) 3 pts
INT: 16 (+3) 10 pts
WIS: 12 (+1) 2 pts
CHA: 12 (+1) 0 pts (+2 race)

AC: 14 (10 + +3 DEX +1 size) T 14, FF 11
HP: 17 (6 +1 +8 +2)
SPEED: 20 ft
INIT: +3
BAB: +1
CMB: -1

FORT: +3
REFLEX: +6
WILL: +5

ATTACKS:
Acid Dart +5 (1d6+1, 30 ft, 6/day)

LANGUAGES: Common, Halfling, Abyssal, Dwarven, Goblin

SKILLS: (15 ranks)
• Appraise +9 (3 ranks +3 INT +3 class)
• Craft: Alchemy +7 (1 rank +3 INT +3 class)
• Knowledge: Arcana +9 (3 ranks +3 INT +3 class)
• Knowledge: the Planes +9 (3 ranks +3 INT +3 class)
• Perception +4 (3 ranks + 1 WIS) +2 listen
• Spellcraft +9 (3 ranks +3 INT +3 class)
• Stealth +7 (+3 DEX +4 size)

FEATS:
• Scribe Scroll
• Spell Focus: Conjuration
• Augment Summoning (+4 to STR and CON)

CLASS FEATURES:
• Cantrips
• Arcane Bond
• Summoning Charm (add 1/2 level to duration of summonings)
• Forbidden: Illusion and Enchantment
• Acid Dart (1d6+1)

RACIAL FEATURES:
• Halfing Luck: +1 to all saving throws
• Small: +1 to AC, +1 to attacks and +4 to stealth
• Keen Senses: +2 to Perception (listen)
• Sure-footed: +2 to acrobatics and climb
• Fearless: +2 to fear saving throws

TRAITS:
• Gifted Adept: Summon Monster I
• Deft Dodger

SPELLS: 4/3+1/2+1
0th: Detect Magic, Disrupt Undead, Touch of Fatigue, Mage Hand
1st: Shield, Summon Monster I x2, Ray of Enfeeblement
2nd: Summon Swarm, Summon Monster II, X

SPELLBOOK:
0th: All
1st: Shield, Summon Monster I, Ray of Enfeeblement, Magic Missile, Expeditious Retreat, Featherfall, Floating Disk*,
2nd: Summon Swarm, Summon Monster II, Scorching Ray, Fox’s Cunning, Glitterdust*. Fog Cloud*

EQUIPMENT: (3000 gp)

Spoiler:

Spell Component Pouch (5 gp)
Spellbook (15 gp)
Spells copies into spellbook (500 gp)
Wizard’s Robes (1 gp)
Scroll Case Bandolier (50 gp)
Arcane Bonded Wand of Magic Missile (3rd level caster) (45 charges, 1,125 gp)
1 Scroll of Floating Disk (37.5 gp)
1 Scroll of Expeditious Retreat (37.5 gp)
1 Scroll of Featherfall (12.5 gp)
3 Scrolls of Summon Monster II (300 gp)
2 Scrolls of Scorching Ray (150 gp)
1 Scrolls of Fox’s Cunning (75 gp)
1 Scroll of Fog Cloud (75 gp)
1 Scroll of Glitterdust (75 gp)
1 Scroll of Summon Monster III (375 gp)
2 Potions of CLW (100 gp)
66.5 gp in gems and gaudy rings

FSC (Frequently Summoned Creatures):

Spoiler:

Summon Monster I:

Celestial Giant Fire Beetle
Size/Type: Small Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple: +0/-4
Attack: Bite +3 melee (2d4+2)
Full Attack: Bite +3 melee (2d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Evil
Special Qualities: Darkvision 60 ft., vermin traits, resistance to acid 5, cold 5, and electricity 5, spell resistance 6
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 14, Dex 11, Con 15, Int 3, Wis 10, Cha 7

Monstrous Spider, Small
Size/Type: Small Vermin
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +0/-6
Attack: Bite +4 melee (1d4 plus poison)
Full Attack: Bite +4 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison (DC 11, 1d3 Str), web
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 11, Dex 17, Con 14, Int Ø, Wis 10, Cha 2
Skills: Climb +13, Hide +11*, Jump +0*, Spot +4*
Feats: Weapon Finesse

Summon Monster II

Celestial Giant Bee
Size/Type: Medium Vermin
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 80 ft. (good)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+2
Attack: Sting +4 melee (1d4+2 plus poison)
Full Attack: Sting +4 melee (1d4+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +5, Ref +3, Will +2
Abilities: Str 15, Dex 14, Con 15, Int Ø, Wis 12, Cha 9
Skills: Spot +5, Survival +1*
Feats: —

Celestial Giant Bombardier Beetle
Size/Type: Medium Vermin
Hit Dice: 2d8+8 (17 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +1/+2
Attack: Bite +4 melee (1d4+3)
Full Attack: Bite +4 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid spray
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +7, Ref +0, Will +0
Abilities: Str 17, Dex 10, Con 18, Int Ø, Wis 10, Cha 9
Skills: —
Feats: —
Acid Spray (Ex): When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 15 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based.

Monstrous Spider, Medium
Size/Type: Medium Vermin
Hit Dice: 2d8+6 (15 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +1/+1
Attack: Bite +4 melee (1d6+2 plus poison)
Full Attack: Bite +4 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, web
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: Fort +6, Ref +3, Will +0
Abilities: Str 15, Dex 17, Con 17, Int Ø, Wis 10, Cha 2
Skills: Climb +13, Hide +7*, Jump +0*, Spot +4*
Feats: Weapon Finesse

Summon Swarm

Rat Swarm
Size/Type: Tiny Animal (Swarm)
Hit Dice: 4d8+8 (26 hp)
Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +3/—
Attack: Swarm (1d6 plus disease)
Full Attack: Swarm (1d6 plus disease)
Space/Reach: 10 ft./0 ft.
Special Attacks: Disease, distraction
Special Qualities: Half damage from slashing and piercing, low-light vision, scent, swarm traits
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 6, Dex 15, Con 14, Int 2, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +16, Listen +6, Move Silently +8, Spot +7, Swim +12
Feats: Alertness, Stealthy, Weapon Finesse

Summon Monster III:

Celestial Black Bear
Size/Type: Medium Animal
Hit Dice: 3d8+12 (25 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/+6
Attack: Claw +8 melee (1d4+6)
Full Attack: 2 claws +8 melee (1d4+6) and bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +4, Will +2
Abilities: Str 23, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills: Climb +4, Listen +4, Spot +4, Swim +8
Feats: Endurance, Run

Celestial Bison
Size/Type: Large Animal
Hit Dice: 5d8+25 (47 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +3/+13
Attack: Gore +10 melee (1d8+11)
Full Attack: Gore +10 melee (1d8+11)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +4, Will +1
Abilities: Str 26, Dex 10, Con 20, Int 2, Wis 11, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance

Hellhound
Size/Type: Medium Outsider (Evil, Extraplanar, Fire, Lawful)
Hit Dice: 4d8+12 (30 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +4/+5
Attack: Bite +7 melee (1d8+3 plus 1d6 fire)
Full Attack: Bite +7 melee (1d8+3 plus 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, fiery bite
Special Qualities: Darkvision 60 ft., immunity to fire, scent, vulnerability to cold
Saves: Fort +7, Ref +5, Will +4
Abilities: Str 17, Dex 13, Con 17, Int 6, Wis 10, Cha 6
Skills: Hide +13, Jump +14, Listen +7, Move Silently +13, Spot +7, Survival +7*
Feats: Improved Initiative, Run, Track B

BACKGROUND

Spoiler:

Iggie is a devout follower of Abadar and believer in the acquisition principle. He believes strongly in acquiring as much as he can at as little risk as he can. So when Bargle offered them a chance for an excellent return on their investment, he thought it a wonderful chance indeed. When Bargle double-crossed them and killed the cleric (who still owed Iggie 50 gp from the last game of Witch, Imp or Demon, not that Iggie's one to hold grudges, but one ought to pay one's debts, and death is a serious impediment to these things), then Bargle must pay. And in Iggie's world, this means Bargle Must Die!