Prankster Illusionist

Rasmorn Nikas Nesvyn's page

291 posts. Alias of dwilhelmi.


Full Name

Rasmorn Nikas Nesvyn von Natterhorn

Race

Gnome

Classes/Levels

Wizard 3 | HP 20/20 | AC 17 T 13 FF 16 | F+2 R+2 W+3 (ALL +2 vs illusions, +2 vs fear and despair) | Perception +7 | Init +7 | CMB -2 | CMD 10

Gender

Male

Strength 6
Dexterity 12
Constitution 12
Intelligence 19
Wisdom 11
Charisma 13

About Rasmorn Nikas Nesvyn

Rasmorn Nikas Nesvyn von Natterhorn
Male middle-aged gnome conjurer (teleportation) 3
CG Small humanoid (gnome)

Background:

Rasmorn grew up within the gnomish community of the Sanos Forest, but was always something of an oddity among the gnomes there. At a young age, he became absolutely fascinated with the ancient history of Varisia. Gnomes as a rule don't tend to care too much about the goings-on of the other races around them, but Rasmorn was the exception. He spent all of his time reading and studying everything he could about history and languages; they became a major passion for him. This led to him being the butt of jokes often by his fellow gnomes, but he learned to anticipate problems and try to avoid them.
Through his study of history, he eventually became particularly interested in the Thassilon empire. He had been out to the Crystilan several times, studying the city within, willing it to give up its secrets. Such mystery was here! Imagine if he could discover new history, things nobody else knew! Such an intense focus, though, had a down side. Over these years, studying the same thing over and over, he failed to actually encounter anything new or exciting. Such a life is a death sentence for gnomes; the bleaching ended up hitting Rasmorn earlier than almost anybody else. Just barely past 100, practically a baby in gnomish terms, and he had already begun to pale.

Over the course of the next decade, the bleaching took him entirely, but he somehow managed to survive. He became even more odd for a gnome, one of the feared Bleachlings. Nobody at home could look at him without shuddering, so he couldn't stay anymore. He couldn't bear to go far, though, and so fell in with the half-breeds of Nybor. While not technically a half-breed, Rasmorn still understands something of the rejection that many of them face. So it is from here that he continues on his quest to learn more about the Thassilonians.

Since his bleaching, he has come to see more and more the value of social interaction with others, particularly those of other races. His natural gnomish kindness and hopefulness, appropriately toned down by his bleaching experience, has made him much more relatable to those around him. Besides, talking to others is a great help in trying to expand his own studies and learn things that books might not be able to teach you. So he has taken to traveling around Varisia to visit the various historical settings of the region. As a result, he has often traveled through Sandpoint, the closest port to his home in Nybor. He has grown quite fond of the city over the years, particularly of the theater there. During his last trip through there, he heard of the upcoming Swallowtail Festival, and it made him quite interested in coming out to see it. He had been in the midst of his bleaching when the fire happened those 5 years ago, but he knows that many people were quite impacted by it, and is eager to see the new temple in town be consecrated. Besides, it might be a good time to catch a good show. A break from his studies was definitely in order.


Appearance:

Rasmorn is very pale, both of skin and of hair, though his hair shows just a hint of the gold it used to be. He is short, even for a gnome, coming in at just a hair over 3'. He always has a small, slight grin on his face, as if he is content to be doing whatever it is he is doing. He is quiet, particularly for a gnome; though he does still have a bit of his old playful nature when appropriate (or not so appropriate).

His magical efforts tend to border the space between illusions and conjurations. His passion used to be much more illusion-based, and so he has the same effortless ability at that as many other gnomes, but since his bleaching he has become more and more interested in the conjuration side of magic. The ability to create new things at will resonates with him. He is also fascinated with the idea of teleportation, particularly because his strength isn't what it used to be. The thought of not having to walk everywhere certainly appeals.


Init +7; Senses low-light vision; Perception +7
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Defense
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AC 13, touch 13, flat-footed 12 (+1 deflection, +1 Dex, +1 size)
hp 20 (3d6+6)
Fort +2, Ref +2, Will +3; +2 vs. illusions, +2 bonus vs. fear and despair
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Offense
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Speed 20 ft.
Melee +1 returning cold iron dagger +1 (1d3-1/19-20) or
. . cold iron dagger +0 (1d3-2/19-20)
Spell-Like Abilities (CL 3rd; concentration +4)
. . 1/day—dancing lights, ghost sound (DC 12), prestidigitation, speak with animals
Conjurer Spells Prepared (CL 3rd; concentration +7)
. . 2nd—glitterdust (DC 17), web (2, DC 17)
. . 1st—color spray (DC 16), grease, silent image (DC 16), summon monster I
. . 0 (at will)—acid splash, dancing lights, detect magic, read magic
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 6, Dex 12, Con 12, Int 19, Wis 11, Cha 13
Base Atk +1; CMB -2; CMD 10
Feats Effortless Trickery, Alertness, Scribe Scroll, Spell Focus (conjuration)
Traits affable, reactionary, scholar of the ancients
Skills Acrobatics +1 (-3 to jump), Diplomacy +7 (+9 to gather information.), Knowledge (arcana) +12, Knowledge (dungeoneering) +9, Knowledge (history) +11, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +9, Knowledge (religion) +8, Linguistics +10, Perception +7, Sense Motive +2, Spellcraft +10; Racial Modifiers +2 Perception
Languages Abyssal, Auran, Common, Draconic, Giant, Gnome, Goblin, Orc, Sylvan, Terran, Thassilonian
SQ arcane bond (Talowin, rabbit), eternal hope[APG], gnome magic, shift 7/day (5 feet), summoner's charm (1 round)
Combat Gear potion of cure light wounds, potion of cure moderate wounds, scroll of burning hands (CL 3rd), scroll of enlarge person (x2), mage armor (x2), scroll of grease, scroll of mage armor, scroll of mage armor, wand of shocking grasp (28 charges), alchemist's fire, smelling salts[APG]; Other Gear +1 returning cold iron dagger, cold iron dagger, ring of protection +1, backpack, bedroll, blanket[APG], chalk, scroll case, silk rope (50 ft.), spell component pouch, spellbook, wizard starting spellbook, 165 gp, 12 sp, 9 cp
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Special Abilities
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Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
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.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (5 feet, 7/day) (Sp) Short-range teleport
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration
Favored Class Bonus +1 HP

Talowin (familiar):

Talowin
Male rabbit (Ultimate Wilderness 204)
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +7
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Defense
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AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 10 (1d8-1)
Fort +1, Ref +5, Will +4
Defensive Abilities improved evasion
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Offense
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Speed 50 ft.
Melee bite -1 (1d3-4)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
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Statistics
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Str 3, Dex 16, Con 9, Int 7, Wis 12, Cha 5
Base Atk +1; CMB +2; CMD 8
Feats Run
Skills Acrobatics +3 (+7 to jump with a running start, +11 to jump), Diplomacy +0, Linguistics +1, Perception +7, Spellcraft +1, Stealth +15
SQ empathic link
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Special Abilities
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Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.