Blacksmith

Kompden Rizzlewind's page

11 posts. Alias of Nazard.


About Kompden Rizzlewind

CONSUMABLES:

Ammunition
sling bullets (20)

Spell-Like or Racial Abilities
dancing lights X
ghost sound (DC 16) X
prestidigitation X
speak with animals X
Eternal Hope (1) X

Alchemical Items
tanglefoot bags X X

Wands
enlarge person
X X X X X X X X X X
X X X X X X X X X X
X X X X X X X X X X
X X X X X X X X X X
mage armour
X X X X X X X X X X
X X X X X X X X X X
X X X X X X X X X X
X X X X X X X X X X

Class Abilities
summon monster I SLA (8) X X X X X X X X

Summoner Spells
Cantrips (at will)
guidance, mage hand, mending, open/close
Firsts (3) X X X
feather fall, rejuvenate eidolon (lesser)

Sorcerer Spells
Cantrips (at will)
acid splash, daze (DC 15), light, message, ray of frost
Firsts (7) X X X X X X X
entangle (DC 16), magic missile, shield, silent image (DC 18)

KOMPDEN RIZZLEWIND

Male gnome Sorcerer (Sylvan) 3/ Summoner (Synthesist) 1
CG Small humanoid (gnome)
Init +0; Senses Perception +2, low-light vision

DEFENSE
AC 11 (+1 size), touch 11, flat-footed 11
CMD 9
HP 19 (3d6+3+1d8)
Fort (1) +2, Ref (1) +2, Will (5) +6 (+7 if an animal is within 30 feet)
(+2 vs illusions, +2 vs fear and despair effects)
Defensive Abilities None
Immunities None
Resistances None

OFFENSE
Speed 20 ft
Melee
longspear +1 (1d6-1; 20/x3; reach; P)
Ranged
sling +2 (1d3-1; 20/x2; 50 feet; B)

STATISTICS
Abilities Str 8 (-1), Dex 10 (+0), Con 10 (+0), Int 14 (+2), Wis 10 (+0), Cha 21 (+5)
Base Attack +1; Melee Touch +1; Ranged Touch +2
CMB -1

Feats
Eschew Materials (S1): ignore inexpensive spell components
Mounted Combat (1): can make a Ride check once per round to negate a hit on his mount
Boon Companion (3): Kompden’s effective druid level counts as 4 higher, to maximum of character level

Traits
Militia Veteran: +2 trait bonus on Ride, and Ride is a class skill
Animal Friend: [i]+1 trait bonus to Will saves when an animal is within 30 feet and Handle Animal is class skill

Skills
Handle Animal (2) +10 (+14 with Erna)
Linguistics (2) +7
Ride (4) +9
Spellcraft (4) +9
Knowledge (Nature) (4) +11
Stealth (0) +4
Perception (0) +2

Racial Traits
Academician: +2 racial bonus to Knowledge Nature
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.
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 (+5).
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result.

Languages
Common, Gnome, Sylvan, Draconic, Giant, Celestial, Terran

MAGIC
Sorcerer
Caster Level 3; Concentration +8; Spell Penetration +3

Summoner
Caster Level 1; Concentration +6; Spell Penetration +1

COINS
PP – 0
GP – 127
SP – 6
CP – 9

EQUIPMENT
Carrying Capacity: Light – 30 lbs; Medium – 60 lbs; Heavy = 90 lbs; Current – 19.5 lbs (Light)

Weapons – longspear (5 gp, 4.5 lbs), sling (0 gp, 0 lbs), bullets x 20 (0.2 gp, 5 lbs)
Armour
Alchemical – tanglefoot bag x 2 (100 gp)
Other Combat Gear
Scrolls
Potions
Wandsmage armour (40), enlarge person (40)
Other Magic Items – ring of protection +1 (2,000 gp), cloak of protection +1 (1,000 gp)
Mundane Gear – bedroll (0.1 gp, 1.25 lbs), hammock (0.1 gp, 0.75 lbs), twine (0.01 gp, 0.5 lbs), silent whistle (0.9 gp, 0 lbs), trail rations x 2 (1 gp, 2 lbs), explorer’s outfit (free, 2 lbs), backpack (2 gp, 0.5 lbs), waterskin (1 gp, 1 lb), flint & steel (1 gp, 0 lbs), goggles (1 gp, 0 lbs), spring-loaded wrist sheathes x 2 (10 gp, 2 lbs)
Erna’s Gear+1 studded leather barding (1,520 gp, 30 lbs), exotic riding saddle (30 gp, 30 lbs)

BACKGROUND
Kompden Rizzlewind left the security of Oppara for the wild unknowns at the tender age of 41. Eager to break the monotony of city life, he enlisted in the military as a cook, a vocation at which he showed zero talent and ability, though the soldiers were used to bad food, and since Kompden was able to entertain with his minor magic, nobody complained.

With his exposure to the natural wilds, Kompden began to change, in ways he didn’t understand. While he had always enjoyed his race’s ability to speak with animals, over the three years of his military service, he found more and more comfort from the presence of animals, and rarer and stranger animals began searching him out. It wasn’t until the first fey creature showed up during his watch rotation that Kompden began to realize his budding connections to the First World. The pixie led Kompden to the base of a cliff where he found an egg bigger than he was. The pixie explained that the egg, which had been carried out of its nest by a rock slide, contained a baby roc that needed looking after. With the pixie’s help, Kompden nursed the egg to hatching and tended the baby roc. The time and effort caused Kompden to forsake his military duties, however, and he was soon discharged from the militia with a swift kick in the pants. With his pet roc, Erna, trained and saddle-broken, Kompden bid farewell to his pixie friend and headed off for the wild blue yonder, seeking any adventure that came his way.

DESCRIPTION
Kompden Rizzlewind stands at all of 3’1” tall. His hair is wild, blue, and unkempt, as is typical of gnomes, and his face carries the tell-tale impish grin. He wears a pair of goggles that cover his eyes, giving his face an insect-like appearance.

Kompden enjoys practical jokes, though no more than anybody else. He realizes that the stereotypes of his race cause others to assume he will play pranks on them. As such, he considers it the best practical joke of all to never play practical jokes on those who are expecting them.

For Kompden, there is no greater thrill than flying through the air on Erna’s back. The rush of the wind, and the breath-taking views are more than enough to stave off the Bleaching for good.

Erna[/spoiler:

ERNA

Female roc
N Medium animal
Init +5; Senses Perception +5, low-light vision

DEFENSE
AC 25 (+3 armour, +7 natural, +5 Dex), touch 15, flat-footed 20
CMD 19
HP 25 (4d8)
Fort (4) +4, Ref (4) +9, Will (1) +2
Defensive Abilities Evasion
Immunities None
Resistances None

OFFENSE
Speed 20 ft; fly 80 ft (average)
Melee
bite +8 (1d6+1; 20/x2)
2 talons +8 (1d4+1; 20/x2)

STATISTICS
Abilities Str 13 (+1), Dex 20 (+5), Con 10 (+0), Int 2 (-4), Wis 13 (+1), Cha 11 (+0)
Base Attack +3; Melee Touch +8; Ranged Touch +8
CMB +4

Feats
Weapon Finesse (1): use Dex instead of Str on attack rolls with natural and light weapons
Flyby Attack (3): make an attack during a move

Skills
Fly (3) +10
Perception (1) +5

Tricks
Aid*, Attack, Bombard*, Come, Defend, Down, Guard, Heel