Gnome

'Pinball''s page

174 posts. Organized Play character for dien (RPG Superstar 2015 Top 16).


Race

Gnome Perfectionist 5 | AC24-T16-FF19 | HP 46/46 | F+11 R+9 W+10 (modifiers apply) | Init +3 Per +1

About 'Pinball'

This gnome is wiry and slim, with indigo blue hair and eyes and a serious, tense demeanor. Between delicate features and a body that shows no sign of secondary sexual characteristics, the gnome's gender is somewhat ambiguous. Pinball constantly frets with a wooden prayer bead strand of Irori.

Pinzell "Pinball" Doy
Gnome paladin (iroran paladin) 2/sorcerer 3 (Pathfinder Campaign Setting: Inner Sea Combat)
LG Small humanoid (gnome)
Init +3; Senses low-light vision; Perception +1
Aura aura of law
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Defense
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AC 16, touch 16, flat-footed 11 (+5 Dex, +1 size)
hp 46 (5 HD; 3d6+2d10+18)
Fort +11, Ref +9, Will +10; +2 vs. illusions, +2 bonus vs. fear and despair
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Offense
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Speed 20 ft.
Melee light mace +7 (1d4-1) or
. . unarmed strike +7 (1d4-1)
Special Attacks personal trial
Spell-Like Abilities (CL 5th; concentration +10)
. . 1/day—dancing lights, ghost sound (DC 16), prestidigitation, speak with animals
Bloodline Spell-Like Abilities (CL 3rd; concentration +8)
. . 8/day—laughing touch
Sorcerer Spells Known (CL 5th; concentration +10)
. . 1st (7/day)—chill touch (DC 16), entangle (DC 16), shield, shocking grasp
. . 0 (at will)—acid splash, detect magic, disrupt undead, read magic, touch of fatigue (DC 15)
. . Bloodline Fey
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Statistics
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Str 8, Dex 16, Con 14, Int 12, Wis 8, Cha 20
Base Atk +3; CMB +1; CMD 14
Feats Combat Casting, Eschew Materials, Improved Unarmed Strike, Toughness, Weapon Finesse
Traits magical knack, wayang spell hunter
Skills Acrobatics +11 (+7 to jump), Diplomacy +12, Knowledge (arcana) +5, Knowledge (nature) +5, Knowledge (religion) +8, Perception +1, Spellcraft +5, Survival -1 (+1 to avoid becoming lost), Use Magic Device +9; Racial Modifiers +2 Perception
Languages Common, Draconic, Gnome, Sylvan
SQ confident defense +2, eternal hope, gnome magic, lay on hands 6/day (1d6), sense perfection, woodland stride
Combat Gear

potion of cure light wounds,

potion of darkvision,

Scrolls:
scroll of ape walk,
scroll of comprehend languages,
scroll of cultural adaptation,
scroll of detect charm,
scroll of detect secret doors,
scroll of disguise self x3
scroll of endure elements x2,
scroll of heroism,
scroll of identify,
scroll of innocence,
scroll of invisibility,
scroll of jump,
scroll of knock,
scroll of locate creature,
scroll of obscuring mist,
scroll of protection from evil,
scroll of resist energy,
scroll of scorching ray,
scroll of shield x3

Wands:

wand of cure light wounds (37 charges), - in wrist sheath
wand of grease (48 charges),
wand of identify (22 charges),
wand of longstrider (47 charges),
wand of mage armor (42 charges),
wand of magic missile (45 charges) - in wrist sheath

Other: acid (2), alchemist's fire (2), alkali flask (2), holy water (2);

Other Gear light mace, belt of incredible dexterity +2, daredevil boots, wayfinder, cold weather outfit, courtier's outfit, (back at Absalom lodge) disguise kit, flint and steel, jewelry, masterwork backpack, scroll box, skeleton key, spider's silk rope (50 ft.), tindertwig, torch, waterskin, wooden holy symbol of Irori, wrist sheath, spring loaded, wrist sheath, spring loaded, 1,686 gp, 9 sp, 9 cp
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Special Abilities
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Aura of Law (Su) The paladin has an Aura of Law with power equal to her class level.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Confident Defense +2 When lightly armored with no shield add Cha to AC.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Laughing Touch (8/day) (Sp) As a standard action, if melee touch hits, foe can take only move actions for 1 rd.
Lay on Hands (1d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Personal Trial (1/day) (Su) +1 insight bonus to hit, damage, saves, and AC vs. target.
Sense Perfection (Su) At will, you can detect if a creature has a ki pool.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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