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About ItchatwitchItchatwitch - PFS #177216-9
Who said I went on adventures, eh?!:
Honor’s Echo (CORE)
7-01 Between the Lines (CORE) (GM credit) 8-01 Portent's Peril (CORE) (GM credit) Female Gnome Wizard 2 CG Small Gnome Init +6; Senses Perception +3 ------------------------------ STATISTICS ------------------------------ Str 8, Dex 14, Con 12, Int 17, Wis 13, Cha 11 Base Atk +1; CMB -1; CMD 12 Traits Magical Lineage (Color Spray), Artisan Feats Spell Focus (Illusion), Improved Initiative Skills (12 Ranks = 2/lvl + 3 Int + 2 FCB) Appraise +7, Craft (Jewelry) +12, Knowledge (arcana) +8, Knowledge (history) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Spellcraft +8; untrained Perception +3, Stealth +6 ACP 0 Languages Common, Gnome, Sylvan, Draconic, Elven, Dwarven, Goblin ------------------------------ DEFENSE ------------------------------ AC 13, touch 13, flat-footed 11 hp 7 (1d6+1 Con) Fort +1, Ref +2, Will +4 (+2 vs illusion spells and effects) ------------------------------ OFFENSE ------------------------------ Speed 20 ft. Melee Quarterstaff +1 (1d4-1); Dagger +1 (1d3-1; 19-20/x2) Ranged Dagger (thrown) +4 (1d3-1; 19-20/x2); Lt Xbow +4 (1d6; 19-20/x2, 80ft; Bolts (5), Cold Iron Bolts (5)); Ranged Touch +4 Special Blinding Ray (6/day; Ranged Touch; On hit, target is blinded for 1 round, or dazzled if HD > Wizard level) ------------------------------ SPELLS ------------------------------ SLA (6/day) Blinding Ray Racial SLA (1/day; DC10) dancing lights, ghost sound, prestidigitation, speak with animals (DC11) 0-level (4/day; DC 13 / Illusion spells DC 15) Detect Magic, Ghost Sound, Prestidigitation 1-level (3/day; DC 14 / Illusion spells DC 16) Color Spray, Magic Missile, Magic Weapon Spellbook:
Abjuration
0 - Resistance: Subject gains +1 on saving throws. Conjuration
Divination
Evocation
Illusion
Transmutation
Universal
------------------------------ SPECIAL ABILITIES ------------------------------ Arcane Schools and AbilitiesArcane School: Illusion Opposition Schools: Necromancy, Enchantment Illusion School Powers Extended Illusions (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends. Blinding Ray (Sp): As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Arcane Bond (Familiar): At 1st level, wizards form a powerful bond with a familiar. A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar. A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other. Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level. If a familiar is dismissed, lost or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete. Race Abilities Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype. 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. Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes. 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. Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. Traits Magical Lineage (Color Spray): One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level. Artisan (craft (gemcutting)): You spent time working under artisans, or your parents were artisans who were particularly skilled at their trade. You gain a +2 trait bonus on a single Craft skill. ------------------------------ GEAR/POSSESSIONS Quarterstaff Dagger Light Crossbow Bolts (5) Cold Iron Bolts (5) Spell book Spell Component Pouch Ink Ink pen Backpack Bedroll Artisan's Tools Courtier's Outfit (from Remaio Alcasti - Honor's Echo) Scroll Case Scroll of Comprehend Languages Scroll of Expeditious Retreat Scroll of Jump Scroll of Identify Alchemist Fire Acid Carrying Capacity
Major Purchases:
Wand of Mage Armor (2 PA, after scenario 1), Scrolls (comprehend languages, expeditious retreat, jump, identify; 100gp) Boons:
_ Knight of Taldor: You successfully supported Remaio's bid to redeem the Alcasti name and restore his status in Taldan society. In recognition of your services to Taldor, Princess Eutropia herself made you a knight of Taldor. You gain a +1 bonus on Diplomacy checks when interacting with nobles in Taldor, and a +1 bonus on Intimidate when interacting with the common people in Taldor. After your considerable assistance, Remaio is in your debt. You gain a free courtier's outfit. Additionally, Remaio helps you prepare for one of your future missions. After rolling a Knowledge check at the beginning of an adventure, you may call upon Remaio's contacts to gain a +5 bonus and treat the Knowledge skill as if you were trained in it. Alternatively, you may grant Remaio's bonus to another PC. When you use this bonus, check off the box next to this boon.
Impressive Find: A representative from the Pathfinder Society--an organization of archaeologists and explorers--has heard of your discoveries in Taldor and its former colonies and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost. Well-Earned Reward: You restored Honaria's good name in Taldor. If you helped Remaio reclaim his own nobility, he is extremely grateful and offers to subsidize the cost of purchasing several items that you found during your adventures. Inner Struggle: Your exposure to a mindscape has given you a unique way to fight off psychic magic. When you fail a saving throw against a mind-affecting compulsion effect, you can cross this boon off your Chronicle sheet in order to delay the effect and be stunned until the end of your next turn instead as you retreat into your own personal mindscape to fight off this hostile magic. At the end of your turn, you can attempt a new saving throw against the effect to end it. If you succeed, the effect ends. If you fail the save, the original effect overpowers your mental defenses and resumes. Dark Archive Faction Journal Card:
0 Goal(s) completed
1/2 Recover a named text (typically listed in italics or quotes) found during the course of an adventure. Deleterious Grimoire (8-01) 0/2 Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a Diplomacy or Knowledge (arcana) check with a DC equal to 15 plus your character level. 0/1 Recover a spellbook that contains spells whose combined spell levels equals or exceeds three times your character level (minimum 9). 0/1 Recover a named minor artifact or major artifact during the course of an adventure. 0/2 Identify a potion or other magic item whose caster level equals or exceeds your character level. 0/1 Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Knowledge (arcana), Profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device. 0/2 While adventuring in an area strongly connected to an element (e.g. a volcano, deep under the ocean, or an Elemental Plane), attune that area to Zarta’s extraplanar ritual. You can attempt this attunement once per region by spending 10 minutes and attempting a Knowledge (arcana or planes) check with a DC equal to 15 plus your character level. 2/3 / 0/5 Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals. |