Merisiel

Neji, Gnome Sorceress's page

80 posts. Alias of OberonViking.


Race

Gnome

Classes/Levels

Sorcerer 2

Gender

Female

Size

Small

About Neji, Gnome Sorceress

Neji’s Mini Stats:

Hp: 17/17
Current AC/Touch/Flat: 
Normal AC/Touch/Flat: 15 / 15 / 12

Spells in Effect (upon whom)
Resistance (Neji, reapplied regularly)
Mage Armour (Neji, Ninni)
Light (Small rock held by Neji. She keeps it tight in her fist, allowing a little light to shine through between her fingers in front of her, or closing her fight to block the light completely.)

Enlarge Person, Mage Armour

  • [ ] [ ] [ ] [ ]
    Cantrips: Daze, Resistance, Light, Prestidigation, Acid Orb
    Gnome Magic: Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals [ ]
    Celestial Bloodline: Heavenly Fire [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
    Bolts (20)
    Flasks of Acid (3)
  • Female gnome Sorcerer 2
    CG Small humanoid
    Init +3 ; Senses Perception +0 (+2 smell-based, +2 touch-based)

    DEFENSE:

    AC 15, touch 15, flat-footed 12 (+3 dex, +1 size, +1 feat)
    hp 17 (6 +4, +2 Con +3 Dwarven Toughness, +2 FC)
    Fort +2, Ref +4, Will +2 (includes +1 feat)
    OFFENSE:

    Spd 20 ft./x4
    Melee Melee Touch, @ -1, damage by spell
    Ranged Ray, @ +5, damage by Spell
    Wand of Magic Missile x2 damage 2d4+2, Charges remaining 4
    Wand of Scorching Ray x2 ranged Touch @+5, damage 8d6, Charges remaining 1
    Ranged Splash Weapon, @ +5 vs Touch, 1d6 Acid, 1 point Acid damage to all within 5’
    MW light crossbow, @ +6, 1d6
    Ranged Acid Splash, @+5 vs Touch, 1d3 Acid, Range close (25 ft. + 5 ft./2 levels)
    STATISTICS:

    Str 5, Dex 16, Con 12, Int 7, Wis 7,  Cha 20
    Base Atk +1, CMB -3, CMD +10
    Feats:
    Eschew Materials (PFCR 123), 
    Dwarven Toughness: Just as regular toughness, but this feat can stack with Toughness too. This feat may only be chosen at first level.
    Luck of Stonecrusher: you gain +1 to AC (touch and flatfooted too), and you gain +1 to all saves. If you die, there is a small chance the dwarven gods will intervene and save you. If this happens, you lose all benefits of this feat. This feat can only be chosen at first level.
    Skills:
     
    Bluff +9 (+5 Cha, +1 rank, +3 CS)
    Intimidate +9 (+5 Cha, +1 rank, +3 CS)
    Languages:
    Common, Gnome, Sylvan
    Class Abilities:

    • BLOODLINE  - You get your powers from your Celestial bloodline.  (PFCR 71).
    • BLOODLINE POWERS  - You get the following powers from your Celestial bloodline at this level:
         - Heavenly Fire - Ranged touch attack within 30 ft. 1d4+1 divine damage (not subject to resistance or immunity) to evil creatures.  Good creatures can be healed by it instead once per day per creature.  No effect on Neutral creatures. Standard action. 8 times per day. (PFCR 74). (PFCR 71).• ESCHEW MATERIALS  - The sorcerer gains Exchew Materials as a bonus feat. (PFCR 71).
    • SORCERER CANTRIPS  - The sorcerer can cast known 0-level spells at will. (PFCR 71).
    • SORCERER SPELLS  - The sorcerer chooses spells from the sorcerer/wizard list according to the progression in PFCR 72. (PFCR 70-71).
    • SORCERER WEAPONS AND ARMOR  - All simple weapons.  Armor and shields may interfere with casting, requiring a Arcane Spell Failure roll (PFCR 83). (PFCR 70).
    Spells:

    Level One, 6/day (4 base +2 Ability score bonus)
    Enlarge Person
    Mage Armour

    Cantrips
    Daze
    Resistance
    Light
    Prestidigation
    Acid Orb

    Gnome Spell-like abilities, 1/day
    Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals

    Bloodline Power
    Heavenly Fire - Ranged touch attack within 30 ft. 1d4 divine damage (not subject to resistance or immunity) to evil creatures.  Good creatures can be healed by it instead once per day per creature.  No effect on Neutral creatures. Standard action. 8 times per day.

    Gear:

    Light Crossbow, 35 gp (Upgraded to MW in campaign)
    Bolts (20), 2 gp
    Flasks of Acid (3), 30 gp
    Backpack, 2 gp
    Cold Weather Outfit, 0 gp
    Coins (1 gp)
    Personality:
    Neji likes big, strong men, dwarves actually. Gnome men are always tinkering about on their own little things, or preening in the mirrors, or choosing a new man-bag to match their cologne. Dwarves are so muscly, so hairy, sooooo masculine (and the lack of fertility between the two races is just a bonus). 
     

    Spell Details:

    Enlarge Person:
     
    School transmutation; Level alchemist 1, magus 1, sorcerer/wizard 1,summoner 1, witch 1; Domain growth 1, strength 1; Bloodline aberrant 1
    CASTING
    Casting Time 1 round
    Components V, S, M (powdered iron)
    EFFECT
    Range close (25 ft. + 5 ft./2 levels)
    Target one humanoid creature
    Duration 1 min./level (D)
    Saving Throw Fortitude negates; Spell Resistance yes
    DESCRIPTION
    This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.
    A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.
    If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it--the spell cannot be used to crush a creature by increasing its size.
    All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Medium/Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.
    Multiple magical effects that increase size do not stack.
    Enlarge person counters and dispels reduce person.
    Enlarge person can be made permanent with a permanency spell.
     
    Table: Size Modifiers
    Size Size Modifier
    Colossal –8
    Gargantuan –4
    Huge –2
    Large –1
    Medium +0
    Small +1
    Tiny +2
    Diminutive +4
    Fine +8
    Table: Medium/Large Weapon Damage
    Medium Weapon Damage Large Weapon Damage
    1d2 1d3
    1d3 1d4
    1d4 1d6
    1d6 1d8
    1d8 2d6
    1d10 2d8
    1d12 3d6
    2d4 2d6
    2d6 3d6
    2d8 3d8
    2d10 4d8
     
    FAQ/Errata
    Can you use Quicken Spell on a spell with a casting time of "1 round" (such as enlarge person)? Can you use it on a spell with a casting time of "1 full round" (such as a spontaneous caster using a metamagic feat on a spell)?
    Yes and yes. Neither type has a longer casting time than the "longer than 1 full-round action" limitation of Quicken Spell, therefore both can be quickened. This means that a sorcerer could cast an empowered quickened magic missile as a swift action. Likewise, as multiple metamagic feats don't push the casting time longer than 1 full-round action, a sorcerer could cast an empowered silent stilled quickened magic missile as a swift action.
    [Source]
    Mage Armour:

    School conjuration (creation) [force]; Level sorcerer/wizard 1,summoner 1, witch 1
    CASTING
    Casting Time 1 standard action
    Components V, S, F (a piece of cured leather)
    EFFECT
    Range touch
    Target creature touched
    Duration 1 hour/level (D)
    Saving Throw Will negates (harmless); Spell Resistance no
    DESCRIPTION
    An invisible but tangible field of force surrounds the subject of a mage armour spell, providing a +4 armour bonus to AC.
    Unlike mundane armour, mage armour entails no armour check penalty, arcane spell failure chance, or speed reduction. Since mage armour is made of force, incorporeal creatures can't bypass it the way they do normal armour.

    Daze:

    School enchantment (compulsion) [mind-affecting]; Level bard 0,inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0
    CASTING
    Casting Time 1 standard action
    Components V, S, M (a pinch of wool or similar substance)
    EFFECT
    Range close (25 ft. + 5 ft./2 levels)
    Target one humanoid creature of 4 HD or less
    Duration 1 round
    Saving Throw Will negates; Spell Resistance yes
    DESCRIPTION
    This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.
    Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

    Resistance:

    School abjuration; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0,paladin 1, sorcerer/wizard 0, summoner 0, witch 0
    CASTING
    Casting Time 1 standard action
    Components V, S, M/DF (a miniature cloak)
    EFFECT
    Range touch
    Target creature touched
    Duration 1 minute
    Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
    DESCRIPTION
    You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
    Resistance can be made permanent with a permanency spell.

    Light:

    School evocation [light]; Level bard 0, cleric/oracle 0, druid 0,inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0
    CASTING
    Casting Time 1 standard action
    Components V, M/DF (a firefly)
    EFFECT
    Range touch
    Target object touched
    Duration 10 min./level
    Saving Throw none; Spell Resistance no
    DESCRIPTION
    This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
    You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

    Prestidigitation:

    School universal; Level bard 0, magus 0, sorcerer/wizard 0
    CASTING
    Casting Time 1 standard action
    Components V, S
    EFFECT
    Range 10 ft.
    Target, Effect, or Area see text
    Duration 1 hour
    Saving Throw see text; Spell Resistance no
    DESCRIPTION
    Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can colour, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavour 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

    Dancing Lights:

    School evocation [light]; Level bard 0, magus 0, sorcerer/wizard 0,witch 0
    CASTING
    Casting Time 1 standard action
    Components V, S
    EFFECT
    Range medium (100 ft. + 10 ft./level)
    Effect Up to four lights, all within a 10-ft.-radius area
    Duration 1 minute (D)
    Saving Throw none; Spell Resistance no
    DESCRIPTION
    Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.
    You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.
    Dancing lights can be made permanent with a permanency spell.
    Quick Reference
    A torch sheds normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A torch does not increase the light level in normal light or bright light.

    Ghost Sound:

    School illusion (figment); Level bard 0, magus 0, sorcerer/wizard 0
    CASTING
    Casting Time 1 standard action
    Components V, S, M (a bit of wool or a small lump of wax)
    EFFECT
    Range close (25 ft. + 5 ft./2 levels)
    Effect illusory sounds
    Duration 1 round/level (D)
    Saving Throw Will disbelief; Spell Resistance no
    DESCRIPTION
    Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.
    The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.
    Ghost sound can enhance the effectiveness of a silent image spell.
    Ghost sound can be made permanent with a permanency spell.

    Speak with Animals:

    School divination; Level bard 3, druid 1, ranger 1
    CASTING
    Casting Time 1 standard action
    Components V, S
    EFFECT
    Range personal
    Target you
    Duration 1 min./level
    DESCRIPTION
    You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favour or service for you.
    Heavenly Fire  (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
    Acid Splash:

    School conjuration (creation) [acid]; Level sorcerer/wizard 0
    Casting Time 1 standard action
    Components V, S
    Range close (25 ft. + 5 ft./2 levels)
    Effect one missile of acid
    Duration instantaneous
    Saving Throw none; Spell Resistance no
    You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.

    Flasks of Acid:
    You can throw a flask of acid as a splash weapon with a range increment of 10 feet.
    A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.