Prankster Illusionist

Lorcan Gimblesprocket's page

333 posts. Alias of Skorn.


Full Name

Lorcan Gimblesprocket

Race

Gnome

Classes/Levels

Sorc 3 | AC w/mage armor 17 T 13 FF 14 | CMB -1 CMD 11 | HP 15/21 | F +3 R +3 W +3 | Init +6 | Perc +4

Gender

M

Size

Small

Age

Middle

Special Abilities

Gnome and Sorcerer + Celestial bloodline

Alignment

NG

Deity

Gnarl Glittergold

Languages

Common, Gnome

Strength 6
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 18

About Lorcan Gimblesprocket

Lorcan Gimblesprocket

Background:

Maybe more fey that humanoid, Lorcan is a gnome's gnome. A devout follower of Gnarl Glittergold and a tinker's tinkerer. He just does not think like most folk and does not truly mean to get into the trouble he always finds himself in. But he has a good heart and actually likes to help people. Good thing too, for Lorcan could be very good at being bad....

There is one thing about the Gimblesprockets. They fade early. So the ones that stick around are the ones that find interesting lives. Lorcan knows this and maybe that is why he has found himself at the keep. He is simply not content to stay at home. No, he wants so much more out of life. Perhaps he will find it in the Borderlands.

Description:

Lorcan is a handsome devil, if a bit on the small size. And he has presence. He is the guy people notice when they walk into a room and often the guy people listen to. Of course that seldom ends well. But he seldom ends up with the blame. He boasts golden hair and eyes and dresses in outlandish colors that seem they would clash, but always look good on him.

Gnome sorcerer 3
NG Small humanoid (gnome)
Init +6; Senses low-light vision; Perception +4

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Defense
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AC 13/17 with Mage armor, touch 13, flat-footed 11 (+2 Dex, +1 size, +4 Armor)
hp 21 (3d6+7)
Fort +3, Ref +3, Will +3; +2 vs. illusions
Defensive Abilities defensive training; Resist acid 5, cold 5

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Offense
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Speed 20 ft.
Melee:
club +0 (1d4-2) or
dagger +0 (1d3-2/19-20)

Ranged:
heavy crossbow +4 (1d8/19-20)
range touch Spells +4

Special Attacks hatred

Spell-Like Abilities (CL 3rd; concentration +7)
1/day—dancing lights, ghost sound (DC 16), prestidigitation, speak with animals

Bloodline Spell-Like Abilities (CL 3rd; concentration +7)
7/day—heavenly fire (1d4+1 divine energy)

Heavenly Fire used = 4 of 7

Sorcerer Spells Known (CL 3rd; concentration +7)
1st (6/day)—bless, color spray (DC 17), grease, mage armor
Spells used - 4

0 (at will)—acid splash, dancing lights, daze (DC 14), detect magic, disrupt undead

Bloodline Celestial

First level - (Mage Armor Active)

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Statistics
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Str 6, Dex 14, Con 14, Int 10, Wis 10, Cha 18

Base Atk +1; CMB -1; CMD 11

Feats Eschew Materials, Improved Initiative, Spell Focus (illusion)

Skills Acrobatics +2 (-2 to jump), Bluff +8, Diplomacy +5, Knowledge (arcana) +4, Perception +4, Spellcraft
+4, Use Magic Device +10; Racial Modifiers +2 Perception
Languages Common, Gnome, Sylvan
SQ bloodline arcana (summoned creatures gain DR 4/evil), gnome magic
Combat Gear wand of magic missile (10 charges); Other Gear club, crossbow bolts (10), dagger, heavy
crossbow, backpack, belt pouch, meal, common (per day) (6), silk rope (50 ft.), 1 gp, 9 sp

Skills:
Acrobatics +2
Bluff +8,
Diplomacy +5
Disguise +4
Escape Artist +2
Fly +4
Intimdate +4
Knowledge (arcana) +4,
Perception +4,
Perform Sing +4
Ride +2
Spellcraft +4;
Stealth +6
Use Magic Device +10
Racial Modifiers +2 Perception

Languages Common, Gnome, Sylvan
SQ bloodlines (celestial), illusion resistance
Gear: Small Club, Heavy Crossbow bolts (10), Small Dagger, Small Heavy crossbow, Backpack, Belt pouch, Meal, common (per day) (6), Silk rope,

Wand of Magic Missile - 10 charges
Scrolls: ShieldX2

255 GP, 9 SP - 25 for scrolls

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Special Abilities
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Bloodline Arcana: Celestial (Ex) Summoned creatures gain DR 1/evil (doesn't stack with other DR).

Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.

Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.

Eschew Materials Cast spells without materials, if component cost is 1 gp or less.

Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.

Heavenly Fire (1d4+1 divine energy, 7/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.