![]()
About Leopold Rumblehold[dice=Initiative]1d20 + 2[/dice]
20' movement speed Spells:
Cantrips (DC 14; enchantment DC 15) Daze Detect Magic Light Message Ray of Frost Read Magic Spark 1st level (7/day; DC 15; enchantment DC 16) - 3 cast
2nd level (6/day; DC 16; enchantment DC 17)
3rd level (4/day; DC 17; enchantment DC 18) - 1 cast
Offense:
[dice=mithral dagger]1d20 + 5[/dice] [dice=damage]1d3[/dice] [dice=CMB]1d20 + 2[/dice] Defense:
HP 52 AC 13 (+2 dex, +1 size)
CMD 14 (+3 BAB, +2 dex, -1 size) Fort +7 (+2 class, +3 con, +2 resistance)
*+2 on saves against spells with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings 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. 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 defensive training and hatred. Magical Linguist: Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome’s level. This racial trait replaces gnome magic and illusion resistance. 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. 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:
Elven Bitterness (Region-Kyonin): Only the most cunning scouts of Kyonin are selected to serve as guards along the border between the elven nation and the dreaded Tanglebriar. Most who are sent to patrol those blighted reaches go with the aid of potent magical items and under the cloak of arcane disguise. You are either close with some who have guarded the elven homeland or know of the magical defenses used by the elves against their demonic foes. When you cast an enchantment spell on a chaotic evil outsider, the DC of that spell is increased by 2. Beast Bond (Basic-Social): You share a close bond with animals. You gain a +1 bonus on Handle Animals checks and Ride checks. One of these skills (your choice) is always a class skill for you. Sylvan Sorcerer Class Abilities:
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor). Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier. Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study. Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed. At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels. At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats. Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level. Animal Companion (Ex): You gain an animal companion. Your effective druid level for this ability is equal to your sorcerer level – 3 (minimum 1st). This bloodline power counts as your bloodline arcana and also replaces laughing touch. Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you. Feats:
Eschew Materials: You can cast many spells without needing to utilize minor material components. Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal. Spell Focus (enchantment): Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Boon Companion: Your bond with your animal companion or familiar is unusually close.
Persistent Spell: You can modify a spell to become more tenacious when its targets resist its effect.
Skills:
[dice=Acrobatics]1d20 + 2[/dice] [dice=Bluff]1d20 + 9[/dice] [dice=Climb]1d20 + 0[/dice] [dice=Craft (jewelry)]1d20 + 7[/dice] [dice=Diplomacy]1d20 + 5[/dice] [dice=Disguise]1d20 + 4[/dice] [dice=Escape Artist]1d20 + 2[/dice] [dice=Fly]1d20 + 2[/dice] [dice=Handle Animal]1d20 + 14[/dice] [dice=Heal]1d20 + 1[/dice] [dice=Intimidate]1d20 + 4[/dice] [dice=Knowledge (arcana)]1d20 + 6[/dice] [dice=Knowledge (nature)]1d20 + 7[/dice] [dice=Linguistics]1d20 + 1[/dice] [dice=Perception]1d20 + 4[/dice] [dice=Perform (untrained)]1d20 + 4[/dice] [dice=Ride]1d20 + 3[/dice] [dice=Sense Motive]1d20 + 2[/dice] [dice=Spellcraft]1d20 + 7[/dice] [dice=Stealth]1d20 + 6[/dice] [dice=Survival]1d20 + 2[/dice] [dice=Swim]1d20 + 0[/dice] [dice=Use Magic Device]1d20 + 9[/dice] Equipment:
mithral dagger scholar's robes, sorcerer's kit (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, soap, torches x10, trail rations x5, waterskin), alchemist's fire x2, ioun torch headband of alluring charisma +2, cloak of resistance +2 potion of barkskin, oil of bless weapon, scroll of magic mouth, scroll of dispel magic, scroll of summon monster III 125 gp --- Background:
The soldiers of Kenabres line up, reporting for their morning routine. A regime of elven soldiers stands in strict formation, eyes unblinking. As you scan the stony faces you notice a gap in the nearly unbroken line of long-eared warriors. "That's right, down here!" a grumpy voice calls from somewhere near the elves' knees. Looking down you spot a gnome with the most elaborate of mustaches and wearing a bright red robe that stands in stark contrast to the gleaming armor of the elves near him. "Leopold Rumblehold, if you please. Excuse the height difference. I'm an elf at heart, truly!" --- Omesta is a quiet place, for the most part; the gnomes keep to the trees and the elves keep to the ground. They get along well and it is just about the only place in Kyonin where you can find elves tolerating another race within their border. It's a gentle city with flourishing trade between the Children of the First World and the First Born. Things weren't always so quiet for Leopold though. Of all the gnomes, Leopold had the closest relationship with the elves. Unbeknownst to him, there was purpose behind this-Leopold's parents were members of the secret society of the Riftwardens, a fact that several of the local elves were aware of but that none of the gnomes had come to discover. Thus when Leopold's parents left to go on secretive missions when Leopold was just a youngster, the elves watched over him and cared for him. Indeed, they were the only ones to recognize the strange symbol on his arm, a symbol he had been born with: it was the Sign of the Seeker's Spiral, a rune which foretold Leopold's future importance in the society. Thus when Leopold's parents failed to return from a journey when he was but nine years old, the elves took the poor gnome in and raised him as their own. Several years later after Leopold had matured and his innate magical powers had begun to manifest, he was sent off to the edge of the Tanglebriar for further training with the elven warriors there. Before he left his elven guardians bestowed upon him a gift: a companion to watch over you, they had told him as the egg was placed in his hands. Leopold traveled across Kyonin to the brim of the Tanglebriar, on his own for the first time. This did not last long, however, for the egg shortly hatched into a tiny ornithopod with a domed head. It took to its new owner immediately and some wayfaring elves Leopold met on the road dubbed the beast Noggin, a jest for sure, but Leopold liked the name enough to keep using it. The years near the Tanglebriar were rough but they taught Leopold the challenge of fighting against the powers of chaos. His magical talents increased and his trusty ornithopod grew in strength and before long Leopold was promoted to a new legion-a legion that would be moving out of Kyonin for a place far more deadly and terrifying: the Worldwound. --- Noggin the Pachycephalosaurus [dice=Noggin Initiative]1d20 + 4[/dice]
30' movement speed Offense:
[dice=+1 gore]1d20 + 9[/dice] [dice=damage]1d8 + 7[/dice] [dice=+1 gore power attack]1d20 + 7[/dice]
[dice=bull rush]1d20 + 11[/dice] Defense:
HP 33 AC 21 (+4 dex, +7 natural)
CMD 22 (+4 BAB, +4 str, +4 dex) Fort +6 (+5 class, +1 con)
Abilities:
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells. Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw. Ability Score Increase (Ex): The animal companion adds +1 to one of its ability scores. Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects. Feats:
Power Attack: You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Prerequisites: Str 13, base attack bonus +1. Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Improved Bull Rush: You are skilled at pushing your foes around.
Iron Will: You are more resistant to mental effects.
Tricks:
7 total-coming soon Skills:
[dice=Acrobatics]1d20 + 11[/dice] [dice=Climb]1d20 + 8[/dice] [dice=Escape Artist]1d02 + 4[/dice] [dice=Fly]1d20 + 4[/dice] [dice=Intimidate]1d20 - 2[/dice] [dice=Perception]1d20 + 1[/dice] [dice=Stealth]1d20 + 4[/dice] [dice=Survival]1d20 + 1[/dice] [dice=Swim]1d20 + 8[/dice] Equipment:
amulet of might fists +1 |