Yimni

Kromlite Nebthorn's page

35 posts. Alias of trawets71.


Full Name

Kromlite Nebthorn

Race

Gnome

Classes/Levels

Cleric 11/Wizard 11 | AC 17 T 13 FF 15 | HP 10/10 | F +2 R +4 W +3 | Init +2 | Perc +7

Gender

Male

Size

Small

Age

59, 3' 6", 41#

Alignment

Neutral

Deity

Sivanah

Languages

Common, Elven, Gnome, Sylvan

Strength 10
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 16
Charisma 13

About Kromlite Nebthorn

Character Sheet:

Medium Fey
Init +2; Senses low-light vision; Perception +18

DEFENSE
AC: 24 Flat AC: 22 Touch AC: 15(+4 armor, +2 deflection, +2 dex, +1 natural, +3 shield, +1 size)
HP: 95(11d8+33+4)
Fortitude: +13 Reflex: +8 Will: +15

OFFENSE
Speed 30 ft.
Ranged: range
Melee:
Melee:

Statistics

Str 10, Dex 14, Con 16, Int 20, Wis 20, Cha 13
Languages: Abyssal, Celestial, Common, Draconic, Giant, Gnome, Infernal, Sylvan, Thassilonian.
Base Atk +8; CMB +7; CMD 19

Skill Ranks:
Adventuring
Bluff +10 (6), Diplomacy +9 (5), Disguise +10 (6), Kn: Arcana +20 (11), Kn: Dungeoneering +9 (1), Kn: Local +10 (2), Kn: Nature +9 (1), Kn: Planes +9 (1), Kn: Religion +19 (11), Perception +18 (11), Sense Motive +14 (6), Spellcraft +19 (11), Stealth +14 (5), UMD +12 (11) Total: 88

Background
Appraise +14 (6), Artistry: Shows +10 (2), Craft (alchemy) +15 (5), Kn: Engineering +9 (1), Kn: Geography +9 (1), Kn: History +11 (2), Kn: Nobility +9 (1), Sleight of Hand +6 (4) Total: 22

Favored Class: Wizard +1 Skill Point per level.

Stat Increses:
4th: Int
8th: Int

Cleric Abilities:

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.

Madness Domain

Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.

Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.

Domain Spells: 1st—lesser confusion, 2nd—touch of idiocy, 3rd—rage, 4th—confusion, 5th—nightmare, 6th—phantasmal killer, 7th—insanity, 8th—scintillating pattern, 9th—weird.

Trickery Domain

Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.

Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Wizard Abilities:

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Illusion School

Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.

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.

Invisibility Field (Sp): At 8th level, you can make yourself invisible as a swift action for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility.

Opposition: Enchantment and Divination

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.

Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

Spellbook:

1st Level (DC: 16/19 Illusions)
Color Spray
Disguise Self
Floating Disk
Grease
Lose The Trail
Mage Armor
Magic Missile
Minor Image
Ventriloquism

2nd Level (DC: 16/19 Illusions)
Alter Self:
Blur
Minor Image
Mirror Image

3rd Level (DC: 17/20 Illusions)
Dispel Magic
Haste
Loathsome Veil
Major Image

4th Level (DC: 18/21 Illusions)
Black Tentacles
Enervation
Phantasmal Killer
Shadow Conjuration

5th Level (DC: 19/22 Illusions)
Overland Flight:
Shadow Evocation
Teleport
Wall of Force

6th Level (DC: 20/23 Illusions)
Disintegrate
Mislead

Familiar:

Faerie Dragon
CG Tiny dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8

Defense

AC 24, touch 16, flat-footed 20 (+3 Dex, +1 dodge, +8 natural, +2 size)
hp 47 (11d12+3)
Fort +8, Ref +6, Will +9
Immune paralysis, sleep; SR 16

Offense
Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +13 (1d3–1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks breath weapon (5-ft. cone, euphoria, Fort DC 12 negates, usable every 1d4 rounds)

Spell-Like Abilities (CL 3rd; concentration +6)

3/day—greater invisibility (self only)

Spells Known (CL 3rd; concentration +6)

1st (6/day)—grease (DC 14), silent image (DC 14), sleep (DC 14)

0 (at will)—dancing lights, flare (DC 13), ghost sound (DC 13), mage hand, open/close

Statistics

Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
Base Atk +8; CMB +4; CMD 14 (18 vs. trip)
Feats Acrobatic, Dodge

Skills: Acrobatics +8 (+0 when jumping) (3), Bluff +12 (3), Diplomacy +11 (3), Disguise +9, Fly +23 (3), Kn: Local +8 , Kn: Nature +7, Kn: Planes +7, Kn: Religion +17, Perception +16 (3), Sense Motive +11 (3), Spellcraft +17, Stealth +19 (3), Swim +17 (3), Use Magic Device +17 (3)
Appraise +12, Artistry: Shows +8, Craft (alchemy) +11, Kn: Engineering +7, Kn: Geography +7, Kn: History +8, Kn: Nobility +7, Sleight of Hand +7

Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.

Mythic: Tier 1:

Paths:

Hierophant
Divine Surge: Inspired Spell (Su): As a standard action, you can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. The spell must be on one of your divine class spell lists (or your domain or mystery spell list), must be of a level that you can cast with that divine spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level divine spell you can cast from that spellcasting class.

Archmage
Archmage Arcana: Wild Arcana (Su): As a standard action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists, must be of a level that you can cast with that arcane spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Feats:

1-Dual Path
3-
5-
7-
9-

Ability Score:
2-
4-
6-
8-
10-

Path Abilities:
1-Perfect Preparation (Ex):You have discovered the secret to preparing spells without having to refer to outside sources. You no longer need to prepare spells from a spellbook (if you're a magus or wizard) or a familiar (if you're a witch). You still must spend the normal amount of time preparing spells. You may keep or discard your spellbook or familiar.
2-
3-
4-
5-
6-
7-
8-
9-
10-

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

ABP:

Resistance +3
Armor Attunement +2 Mithril Buckler
Weapon Attunement
Deflection +2
Mental Prowess +4 Wisdom
Physical Prowess +2 Constitution
Toughening +1

Feats and Traits:

FEATS
1-Spell Focus (Illusion)
1-Scribe Scroll (class bonus)
3-Effortless Trickery
5-Greater Spell Focus (Illusion)
5-Threatening Illusion (class bonus)
7-Improved Familiar
9-Spell Penetration
10-Reach (class bonus)
11-Greater Spell Penetration

RACIAL TRAITS
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.

Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Gnomes have a base speed of 20 feet.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

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. Alchemy

Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.

Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Traits

Scholar of the Ancients: Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.

Trickster: You are particularly adept with your racial spell-like abilities, and as child you quickly learned how dancing lights and ghost sound could be used to amuse your friends and fool your elders. This natural talent for illusion continued as you grew older, and before long you were being offered training in more advanced figments and glamers. You gain a +1 trait bonus to your caster level when determining the duration, range, and area of all spells from the illusion school.

Gear:

Studded Leather 25gp (10#), Buckler 5gp (2.5#), Longsword 15gp (2#), Short Bow 30gp (1#), Dagger 2gp (.5#), 20 Arrows 1 gp (1.5#), a mess kit (2sp) (1#), Backpack 2gp (1#), Waterskin 1 gp (1#), 8 days Trail Rations 4 gp (2#), blanket 5sp (.75#), flint and steel 1 gp, belt pouch 1 gp (0.125#), Hammock 1sp (.75#)

Potion: Cure Light Wounds 50gp

Scrolls: Comprehend Languages 25gp, Detect Secret Doors 25gp, Letter from Anonymous

21 gp 2 sp
24.125 24.75/49.5

Backstory: GM Only:

Italeri Gearsprocket was born to a gnome couple in Magnimar. His parents were very mechanically inclined and had a small clockwork shop. They tried to instill in him them love of the mechanical but the only part he really enjoyed was hiding mechanisms in the devices that did unexpected things. Little secrets he would call them. This is how he was introduced to Sivanah.

Italeri hid a water squirting little secret in one of the creations and when a gnome customer picked it up got a face full of water. Italeri was litterally rolling of the floor laughing and his parents were highly embarrassed. Little to anyone's knowledge the customer was a priest of Sivanah and laughed at the little joke. He sought Italeri out later and introduced him to the Fourth Veil.

Italeri was always fasinated with how illusions could hide reality and keep secrets. His cousin, Tamiya taught him the basics of illusion magic and he studied it in detail to the detriment of enchantment spells and the secret shattering divinations.

Italeri left home and began to wander, which ever way Sivanah seemed to lead. He picked a new name and disguised himself after getting out of town and became Wimi Scattershot. His first trials happened in Falcon's Hollow where he helped to remove some undead.

When Italeri left Falcon's Hollow, the was traveling through Bellis when he came upon a wedding. He had adopted another name and look after leaving Falcon's Hollow and what self respecting gnomes misses a good party. That wedding was a disaster as it was interrupted by fey and he had to help remove a threat from an evil fey queen.

Sivanah then granted Italeri his mythic spark when he pulled off a theft from the clutches of Zon-Kuthon. Disguised as a halfling he was accepted into the Kuthite faith and stole a corrupted staff of shadows and sacrificed it to Sivanah.

He is currently traveling under the name of Kromlite Nebthorn a gnome bard he met. Italeri has come to Sandpoint for the opening of the new cathedral in order to add to it. He plans to find a small empty area and put a shrine to Sivanah there, for those in the know.

Daily Resources:

Spell Like Abilities, 1/Day:
dancing lights Used:
ghost sound Used:
prestidigitation Used:
speak with animals Used:

Dice:

[dice=Longsword]1d20+1[/dice] [dice=Damage]1d6[/dice]
[dice=Dagger]1d20+1[/dice] [dice=Damage]1d3[/dice]
[dice=Shortbow]1d20+3[/dice] [dice=Damage]1d4[/dice]
[dice=Perception]1d20+7[/dice]
[dice=Craft (alchemy)]1d20+7[/dice]
[dice=Diplomacy]1d20+7[/dice]
[dice=Kn: Nature]1d20+6[/dice]
[dice=Perform (Dance)]1d20+7[/dice]
[dice=Perform (Sing)]1d20+7[/dice]
[dice=Spellcraft]1d20+5[/dice]
[dice=UMD]1d20+7[/dice]
[dice=Fort Save]1d20+2[/dice]
[dice=Reflex Save]1d20+4[/dice]
[dice=Will Save]1d20+3[/dice]