Pale Keegan's page

No posts. Organized Play character for Bill Dunn.


Full Name

Keegan

Race

Gnome

Classes/Levels

Wizard 1

Gender

M

Size

Small

Age

102

Alignment

CG

Deity

Desna

Location

Andoran

Strength 9
Dexterity 13
Constitution 14
Intelligence 17
Wisdom 10
Charisma 13

About Pale Keegan

Pale Keegan
Male gnome evoker 1
CG Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 9 (1d6+3)
Fort +2, Ref +1, Will +2; +2 vs. illusions
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +0 (1d3-1/19-20)
Ranged mwk light crossbow +3 (1d6/19-20)
Special Attacks hatred, intense spells (+1 damage)
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—dancing lights, ghost sound (DC 12), prestidigitation, speak with animals
Arcane School Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—force missile (1d4+1)
Evoker Spells Prepared (CL 1st; concentration +4)
. . 1st—burning hands (DC 15), enlarge person (DC 14), mage armor
. . 0 (at will)—detect magic, flare (DC 14), message
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 9, Dex 13, Con 14, Int 17, Wis 10, Cha 13
Base Atk +0; CMB -2; CMD 9
Feats Breadth Of Experience[APG], Spell Focus (evocation)
Traits adopted, starchild, well-informed
Skills Acrobatics +1 (-3 to jump), Appraise +7, Craft (alchemy) +9, Diplomacy +5 (+6 to gather information), Knowledge (arcana) +9, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +6, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +2, Spellcraft +7, Survival +0 (+4 to avoid getting lost); Racial Modifiers +2 Craft (alchemy), +2 Perception, starchild
Languages Common, Draconic, Dwarven, Elven, Gnome, Sylvan
SQ arcane bond (masterwork light crossbow), gnome magic
Combat Gear potion of cure light wounds, wand of cure light wounds; Other Gear crossbow bolts (20), dagger, mwk light crossbow, bedroll, belt pouch, blanket[APG], candle (10), flint and steel, ink, inkpen, journal[UE], masterwork backpack[APG], spell component pouch, spellbook, sunrod, waterskin, mule, alchemy crafting kit, animal harness, mess kit, pack saddle, trail rations, 1,061 gp, 5 sp, 8 cp
--------------------
Special Abilities
--------------------
Arcane Bond (Masterwork light crossbow) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (1d4+1, 6/day) (Sp) As a standard action, magic missile strikes a foe.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
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 (Evocation) Spells from one school of magic have +1 to their save DC.
--------------------
Keegan was found apparently abandoned and taken in by a helpful halfling couple - Harfoot and Lilly Tunnely. They taught him the best they could but couldn't quite impart the importance of adventure and variety of experience for a gnome. As he grew older, Keegan was fairly outgoing and interested in everything going on around him, and he thought that would be enough to satisfy what he needed to thrive. But the stable life he was living left him vulnerable to the ravages of the gnomish curse - bleaching. When he realized that his skin and hair were no longer as vibrant as they were in his younger days, he took that as a wake-up call and embarked on a somewhat manic program of adventurism to save his life. Now, there is little he will not dare.
It was largely through his broad interests and experiences that Keegan fell in with Professor Lorrimor. Perhaps not as well-studied in a few subjects as the Professor, Keegan had a broad understanding of much of life's experiences and a particular keenness for alchemy. He consulted with the professor on many a topic, and always paid him handsomely for his time.