About Ishmex KubradIshmex Kubrad arcanist (Harrowed Society Student) 3(FCB: +3 SP)
Trackable:
Spell-likes:
If in a forest:
==DEFENSE==
Special Defense
==OFFENSE==
Ranged Light Crossbow +5 (1d6) 1d6 19-20/x2 Special Attacks/Abilities
==STATISTICS==
Spells:
Lvl 1 (DC 15):Magic Missile, shield, Grease Spells Known:
Cantrips: Acid Splash; Arcane Mark; Bleed; Breeze; Chameleon Scales; Dancing Lights; Daze; Detect Fiendish Presence; Detect Magic; Detect Poison; Disrupt Undead; Drench; Flare; Ghost Sound; Grasp; Haunted Fey Aspect; Jolt; Light; Mage Hand; Mending; Message; Oath of Anonymity; Open/Close; Penumbra; Prestidigitation; Ray of Frost; Read Magic; Resistance; Root; Scoop; Scrivener's Chant; Sotto Voce; Spark; Touch of Fatigue; Vacuous Vessel Lvl 1: Charm Person; Chill Touch; Comprehend Languages; Ear-Piercing Scream; Endure Elements; Enlarge Person; Expeditious Retreat; Floating Disk; Grease; Mage Armor; Magic Missile; Obscuring Mist; Protection from Evil; Recharge Innate Magic; Reduce Person; Shield; Shocking Grasp; Silent Image; Snowball;
Skills:
18 points total
Class Skills: Acrobatics (Dex), Appraise (Int), Craft (Int), Diplomacy (Cha), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Spellcraft (Int), and Use Magic Device (Cha). Stealth & acrobatics added from racial trait Acrobatics +6 (2 dex +1 rank, +3 cs)
Traits Excitable (+2 init; gnome only), Naturally Gifted (extra use of a gnome spell like ability per day), Intrigued by Thassilon (You gain Thassilonian as a bonus language, and at 1st level and every 2 levels thereafter, you gain a bonus skill rank that can only be applied to Knowledge (arcana), Knowledge (history), Linguistics, or Use Magic Device.[lvl 1 UMD, lvl 3 UMD; Once per adventure, you may either take 20 on a Use Magic Device check or activate a charged magic item without expending any charges.) Languages Common, Gnome, Sylvan, Draconic, Elven, Giant, Thassilonian, Necril, Varisian Special abilities:
Spoiler:
Arcanist: roll 1d6 to determine a drawn card’s suit: 1 = hammers, 2 = keys, 3 = shields, 4 = books, 5 = stars, and 6 = crowns. Psychic Reader (Ex): A Harrowed Society student gains Psychic Sensitivity as a bonus feat and adds Diplomacy, Perception, and Sense Motive to her list of class skills. This ability replaces the 1st-level arcanist exploit. Arcane Reservoir (Su) 6 max 4 gained every morning.
Harrow Reservoir (Ex): Once per day, a Harrowed Society student can perform a harrow reading as a 5-minute ritual. She decides which suit most closely aligns with her task at hand and deals a nine-card spread. Each time that suit appears in her spread, she adds 1 point to her arcane reservoir, to a maximum of 1 point per 2 arcanist levels. Points gained in excess of her reservoir’s maximum are lost. The Harrowed Society student can perform this reading one additional time per day at 8th level and at 16th level. This ability replaces consume spells. Arcanist Exploits:
Racial:
Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill (arcana). This racial trait replaces the obsessive racial trait 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. This racial trait replaces the defensive training and hatred racial traits. Fey Thoughts Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity. (Acrobatics, stealth) Genial Magic: Gnomes with this racial trait add 1 to the DC of saving throws against enchantment spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—charm person, guidance, message, and prestidigitation. 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. This racial trait replaces gnome magic. Fey Magic: The character has a mystic connection to one terrain type (forest), selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities
Carrying capacity: Light Load: 22lbs, Med load: 45, Heavy Load: 67
Equipment:
Wands
Mundane: MW backpack, bed roll, belt pouch, ink and ink pen, iron pot, mess kit, soap, spell component pouch, trail rations (5 days), water skin. Spellbook Coins 50GP background:
Ishmex grew up with a wandering group of Gnomes. None of them were actually his parents but they all adopted him from a strange creature that impressed upon them to raise the boy. Quick to react to danger, they survived by hiding from trouble rather than confronting it. This came to be a problem as Ishmex discovered his magical abilities. He seemed to have a stronger connection to the First World than most members of his group. His curiosity of magic showed as always payed close attention when his clan-mates were casting their spells, studying their individual moves and idiosyncrasies as they cast. Trying to copy their moves when casting his own , he often had mishaps that caused the group to flee the results as it drew unwanted attention. Whenever the group traveled through a forest, he found his body changed slightly to be more fey-like and he could cast extra spells that his family could not. His curiosity got the better of him as they were passing though Varisia.
He heard about a school that was searching for the answers to the mysteries of the world though the use of a type of magic he hadn't heard of. These Harrow Card readings seemed intriguing so Ishmex got himself into the school through force of personality. In reality the leaders of the school wanted to study the strange creature that was mostly a gnome but something else as well. He took to the study of the cards well and found the magic imparted to him from the cards exciting. He discovered an ability to seemingly rip space to "jump" though walls and other obstacles. This unfortunately got him in trouble as he found himself in places he should not be. Hoping to be rid of the gnome, he was sent away on investigative missions, always to find new magic. On one of these missions he discovered the ruins of old Thassilon and the secrets that may lie in it's depths. He never returned from this mission and devoted himself to his new investigations. Through this, he found himself at his latest stop, the town of Roderic's Cove. appearance:
Ishmex is tall for a gnome standing nearly three and a half feet tall. His hair is a mix of blue and white when it isn't hiding under his hat. He generally wears form fitting clothing under his cloak showing his lithe frame in case he needs to be acrobatic. He often has ink on his arms from writing notes when paper isn't close enough.
He is very curious about the world around him. Especially the magical energies flowing from all things. He often lets his curiosity get the better of him and it usually gets him in trouble. He also trusts easily when it comes to intriguing magic, jumping on any lead thrown his way. Sihedron Hero: My human Druid that I played in the Rise of the Runelords AP |