Petrune

Nub's page

20 posts. Alias of Phrip.


Full Name

Nub

Race

Human

Classes/Levels

Illusionist 1

Gender

Male

Size

5'2"

Age

16

Alignment

Neutral

Languages

Common, Draconic, Elven, Gnome

Occupation

Kitchen drudge

Strength 10
Dexterity 15
Constitution 12
Intelligence 16
Wisdom 13
Charisma 12

About Nub

“Nub” can’t remember any other cognomen flung his way that was not a more unsavory insult, and so Nub he became as he grew ever so slowly amongst the clamor and grime of the kitchens of the Pattern Masters Guild. Mistreated was a state of being for the kitchen drudge, yet in spite of these hardships, Nub evinced a shrewd intelligence and clever fingers; so much so, that rumors abounded as to the certainty of his parentage belonging to one of the many notorious guild masters. This possibility only made life worse for Nub. The apprentice wizards took it upon themselves to both torment and teach Nub some rudimentary magics in an attempt to see if talent might surface that would prove telling. Nub outwardly showed mostly ineptitude, but learned much more than any could imagine until one day he felt competent enough to exact some measure of revenge. He succeeded in introducing both a potent soporific and an effective bowel relaxer into the stew, creating what he thought was a memorable experience for the entire guild membership. At the height of the evening’s events he purloined a minor folio of spells and some supplies, surreptitiously exiting the scene with a personal vow to one day return as a force to be reckoned with. His absence was noted by the bleary eyed masters two days later and additional vows were no doubt emphatically stated.
Nub has been on the run for three months now after learning about the Master’s lasting displeasure, attempting to find a group of adventurers that would serve as both protection and camouflage or, failing that, work in a place none of the guild members would frequent.

Nub
Male human illusionist 1
N Medium humanoid (human)
Init +6; Senses Perception +6
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Defense
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AC 12, touch 12, flat-footed 10 (+2 dexterity)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +3
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee club +0 (1d6) or
. . dagger +0 (1d4/19-20)
Ranged light crossbow +2 (1d8/19-20)
Arcane School Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—blinding ray
Illusionist Spells Prepared (CL 1st; concentration +4)
. . 1st—color spray (DC 14), obscuring mist, silent image (DC 14)
. . 0 (at will)—ghost sound (DC 13), mage hand, prestidigitation
. . Opposition Schools Divination, Necromancy
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Statistics
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Str 10, Dex 15, Con 12, Int 16, Wis 13, Cha 12
Base Atk +0; CMB +0; CMD 12
Feats Improved Initiative, Scribe Scroll, Sneaky Vagabond
Traits child of the streets, looking for work
Skills Bluff +2, Knowledge (arcana) +7, Perception +6, Sense Motive +2, Sleight of Hand +4, Spellcraft +7, Stealth +0
Languages Common, Draconic, Elven, Gnome
SQ arcane bond (club), extended illusions (1 round), opposition school (divination, necromancy)
Combat Gear potion of cure light wounds, scroll of mage armor (x3); Other Gear club, crossbow bolts (10), dagger, light crossbow, backpack, bedroll, belt pouch, blanket, candle (4), chalk, charcoal stick, cooking kit, earplugs, fishhook, flint and steel, jug, mirror, hemp rope (50 ft.), scroll case, sealing wax, sewing needle, spell component pouch, waterskin, 36 gp, 2 sp, 2 cp
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Special Abilities
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Arcane Bond (Club) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Blinding Ray (6/day) (Sp) As a standard action, ranged touch vs foe in 30 ft blinds for 1 rd (dazzles if more HD).
Divination You must spend 2 slots to cast spells from the Divination school.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Scroll of mage armor (x3) Add this item to create a scroll with spells on it.
Sneaky Vagabond You get a +2 bonus on Hide checks when others are actively trying to find you. In crowds, this bonus increases to +4. Additionally, you gain a +2 circumstance bonus on Diplomancy and Knowledge (local) checks when trying to find a place to hide.
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