Fort: +4 (Base 1, +3 Con)
Ref: +2 (Base 1, + 1 Dex)
Will: +4 (Base 4, +0 Wis)
*+2 on saves Vs. language dependent spells, symbols, glyphs or other magical writings.
*+2 on saves vs. Fear and Despair effects.
*1/day after rolling a natural one, may reroll and take second roll.
*+2 on saves vs Charm, Compulsion, and Emotion effects.
*Azlanti Scholar: +1 trait bonus on Know. History, Know. Local, and UMD checks. Know. History becomes a class skill. Gain Azlanti as a bonus language.
*River Rat: +1 on damage with dagger. +1 on Swim checks. Swim is a class skill.
*Reactionary: +2 to Initiative.
*Principled: -2 on Bluff. +2 on saves vs. Emotion, Charm, and Compulsion effects.
+1 to D.C. on language dependent spells, glyphs, symbols, or those creating magical writings.
Marid Sorcerer Bloodline:
*Bonus Feat: Eschew Materials
*Class Skill: Knowledge (Planes)
*Bloodline Arcana: If a spell does energy damage, you can change that to cold damage.
*Frost Ray: 7/day, RTA to do 1d6+2 cold damage within 30'.
*Bloodline Powers: Cold Resistance 10.
*Eternal Hope: replaces Hatred and Defensive Training. +2 on saves vs. Fear and Despair effects. 1/day after rolling a natural one, may reroll the die and take the second result.
*Magical Linguist: replaces Gnome magic and Illusion resistance. Add +1 to DC of language dependent Spells you cast or those that create glyphs, symbols, or other magical writings. Gain a racial bonus of +2 vs. those spells. SLA 1/day, can cast Arcane Mark, Comprehend Languages, Message, Read Magic.
*Keen Senses: +2 on Perception checks.
* Academician: +2 on Knowledge History. Replaces Obsessive trait.
*Low light vision.
37 gold, 9 silver plus 119 gold, 5 silver, and 1 copper.
Potion of CLW
Wand of Color Spray, 12 charges
Wand of Flaming Sphere, 6 charges
Ring of Swimming
Traveler's Outfit, free
Dagger, 2 gp.
Sorcerer's Kit, 8 gold
*Flint & Steel,
* 10 torches,
*Trail rations (5)
Ink vial-, 8 gp.
Parchment (x5)-, 1 gp.
Ink Pen-, 1 sp.
Scroll case, 1 gp.
Acid Flask, 10 gold
Waterproof bag (x2), 1 gold
Nininox is slightly above average height and weight for a gnome. His most distinguishing feature is his shock of bluish-green hair. He typically wears some sort of hat, helping keep his mane in check. Without it, there would be no controlling the hair. He has a slightly disheveled appearance, with tiny vials and tubes tied all over himself.
He isn't physically strong, but like most gnomes, he's quite sturdy. He comes off fairly intelligent, but he is prone to rambling run-on sentences when he gets excited discussing one of his preferred topics.
Nox enjoys having a drink or three with his friends, loudly telling them about his life long destiny...to settle the lost continent and put all of his training to good use.
It's always been said that the Ambershale's have water in their blood. There's no more perfect example of their innate ability than Nininox, the XIV. Nonemenclature is a bit strange in their clan, as there have been 16 Nininoxes as of he current time. Nox, as he's called for short, developed his water abilities early in his life. Smart as a tack, could swim like a fish, and had power over water and ice...there was truly none in his clan who could do what he could.
He came from a clever clan and all of them had their areas of study. Nox focused on bodies of water and the land around them. When he first heard about ancient Azlant, his focus turned into a singular obsession. He learned about the reported history of the land and even learned to speak what was purported to be their actual tongue.
He presented to the first round of interviews and he thought he did really well. He was denied acceptance, however. To make things worse, his uncle Ninonox Ambershale XII was chosen to participate in the exhibition. XII didn't even care about he Azlanti like Nox did. Nox secretly thought there must have been a mix up in the scoring.
He redoubled his efforts to become accepted. When he heard of the second round of interviews, he made a drastic decision. He conducted the question and answer part of he interview only in ancient Azlanti. He figured that would make a strong impression, if nothing else. Nox wants the commission more than anything. He knows that if selected, he could put his talent and knowledge to good use. An adventure like this would make it really easy to fight off The Bleaching, that much was certain.
Community share of wealth:
119 gold, 5 silver, and 1 copper.
Recent treasure for group:
*Gems worth 1200 gold
*Steel flask full of whiskey etched with an elaborate “R,”
*a set of dice in a wooden cup capped with leather,
*two vials of defoliant,
*four star candle fireworks,