Celestial Gnome

Lukian's page

1,027 posts. Organized Play character for JASON RODARTE.


Classes/Levels

Male Gnome Ill. | Init +8; Perc +6 | AC 17; T 17: FF 15 | HP 26/26; F +4; R +5; W +4 Illus. | CMB +0; CMD 12 ) | Club +2; Crossbow +4 Active Conditions: Mage Armor Know Dungeon (+7) Nature.(+9) Arcan (+10)

About Lukian

Male gnome illusionist 4
LG Small humanoid (gnome)
Init +8; Senses low-light vision; Perception +6
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Defense
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AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 26 (4d6+8)
Fort +4, Ref +4, Will +5; +2 vs. illusions
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee club +3 (1d4) or
dagger +3 (1d3/19-20)
Ranged light crossbow +5 (1d6/19-20)
Special Attacks hatred
Spell-Like Abilities (CL 4th; concentration +5)
1/day—dancing lights , ghost sound (DC 14), prestidigitation, speak with animals
Arcane School Spell-Like Abilities (CL 4th; concentration +7)
6/day—blinding ray
Illusionist Spells Prepared (CL 4th; concentration +7)
2nd—acid arrow , glitterdust (DC 15), mirror image, scorching ray
1st—color spray (DC 17), disguise self , magic missile , magic missile , summon monster I
0 (at will)— acid splash , detect magic , ghost sound (DC 16), ray of frost
Opposition Schools Abjuration, Necromancy
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Statistics
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Str 10, Dex 14, Con 14, Int 17, Wis 10, Cha 13
Base Atk +2; CMB +1; CMD 13
Feats Greater Spell Focus (illusion), Improved Initiative, Spell Focus (illusion)
Traits fast-talker, reactionary
Skills Acrobatics +2 (-2 to jump), Bluff +6, Craft (alchemy) +12, Knowledge (arcana) +10, Knowledge
(dungeoneering) +7, Knowledge (nature) +9, Knowledge (planes) +7, Linguistics +8, Perception +6,
Spellcraft +10; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Aklo, Common, Draconic, Dwarven, Giant, Gnome, Goblin, Sylvan
SQ arcane bond (wand of magic missile), extended illusions (2 rounds), gnome magic
Combat Gear pearl of power (1st level) , scroll of mage armor (CL 6th) , wand of burning hands (CL 3rd, 4
charges), wand of mage armor (48 charges) , wand of magic missile ; Other Gear club, dagger, light
crossbow, cloak of resistance +1 , signet ring, wizard starting spellbook, 3,479 gp, 5 sp
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Special Abilities
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Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Blinding Ray (6/day) (Sp) As a standard action, ranged touch vs. foe in 30 ft blinds for 1 rd (dazzles if
more HD).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Extended Illusions (+2 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Greater Spell Focus (Illusion) +1 to the Save DC of spells from one school.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex
their foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.

Male gnome illusionist 4
LG Small humanoid (gnome)
Init +8; Senses low-light vision; Perception +6
—————
Defense
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AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 26 (4d6+8)
Fort +4, Ref +4, Will +5; +2 vs. illusions
Defensive Abilities defensive training
—————
Offense
—————
Speed 20 ft.
Melee club +3 (1d4) or
dagger +3 (1d3/19-20)
Ranged light crossbow +5 (1d6/19-20)
Special Attacks hatred
Spell-Like Abilities (CL 4th; concentration +5)
1/day—dancing lights , ghost sound (DC 14), prestidigitation, speak with animals
Arcane School Spell-Like Abilities (CL 4th; concentration +7)
6/day—blinding ray
Illusionist Spells Prepared (CL 4th; concentration +7)
2nd—flaming sphere (DC 15), glitterdust (DC 15), mirror image, scorching ray
1st—color spray (DC 17), disguise self , mage armor , magic missile , magic missile
0 (at will)— acid splash , detect magic , ghost sound (DC 16), ray of frost
Opposition Schools Abjuration, Necromancy
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Statistics
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Str 10, Dex 14, Con 14, Int 17, Wis 10, Cha 13
Base Atk +2; CMB +1; CMD 13
Feats Greater Spell Focus (illusion), Improved Initiative, Spell Focus (illusion)
Traits fast-talker, reactionary
Skills Acrobatics +2 (-2 to jump), Bluff +6, Craft (alchemy) +12, Knowledge (arcana) +10, Knowledge
(dungeoneering) +7, Knowledge (nature) +9, Knowledge (planes) +7, Linguistics +8, Perception +6,
Spellcraft +10; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Aklo, Common, Draconic, Dwarven, Giant, Gnome, Goblin, Sylvan
SQ arcane bond (wand of magic missile), extended illusions (2 rounds), gnome magic
Combat Gear pearl of power (1st level) , scroll of mage armor (CL 6th) , wand of burning hands (CL 3rd, 4
charges), wand of mage armor (48 charges) , wand of magic missile ; Other Gear club, dagger, light
crossbow, cloak of resistance +1 , signet ring, wizard starting spellbook, 4,786 gp, 5 sp
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Special Abilities
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Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Blinding Ray (6/day) (Sp) As a standard action, ranged touch vs. foe in 30 ft blinds for 1 rd (dazzles if
more HD).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Extended Illusions (+2 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Greater Spell Focus (Illusion) +1 to the Save DC of spells from one school.
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Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex
their foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.