Prankster Illusionist

Ryar Inwin's page

133 posts. Alias of Grandlounge.


Race

AC:17 T:12 F:15| HP 22/22 | CMD:8| F:+5 R:+1 W:+5 | Init:+3 | Perc: 9 |Loot

About Ryar Inwin

Male gnome druid 2
N Small humanoid (gnome)
Init +3; Senses low-light vision, Perception +8

DEFENSE
AC 17, touch 12, flat-footed 15 (+3 armor, +1 Dex, +1 size, +2 shield)

HP 22/22 

Saves:
Fort +5, Ref +1, Will +5, +2 racial bonus against fear and despair effects, +2 vs. illusion spells or effects

OFFENSE
Speed 20 ft.

Melee shield, heavy wooden (small) -6 (1d3-3)

Innate Spell-Like Abilities: ghost sound, grease, and silent image. (DC 15, 1/day)

Spells:
Level 1: Tripvine, Entangle
Orisons: Create Water, Detect Magic, Guidance

STATISTICS
Str 5, Dex 12, Con 14, Int 14, Wis 14, Cha 19
Base Atk +1; CMB -3; CMD 8

Feats: Evolved Companion

Skills: Acrobatics -2 , Acrobatics (Jump) -10 , Bluff +9 , Climb -6 , Diplomacy +10 , Escape Artist , Fly +0 , Handle Animal +8 (+12) Knowledge (Geography) +6 , Knowledge (Nature) +17 , Perception +9 , Ride +3 , Stealth +5 , Survival +9 , Swim -3

Traits: excitable, mediator

Languages: Common, Druidic, Elven, Giant, Gnome, Sylvan

SQ Animal Companion, Fearie Dragon Magic, Fey Speech, VMC Wizard Teleportation, Nature Bond, Wild Empathy, Wild Mischief, academician, eternal hope, illusion resistance, keen senses, low-light vision, sound mimicry

Gear: Sling (Small); Leather (Small); Outfit (Pickpocket's/Small); Bullets, Sling (10) (Small); Acid (Flask); Alchemist's Fire (Flask); Barding (Leather); Bell Tripwire Trap; Bolt (Grappling); Bolt, Crossbow (Small); Crossbow, Light (Small); Dagger (Small); Druid's Kit; Hammer; Inkpen; Iron Spike; Paper (Sheet); Piton; Quarterstaff (Small); Rope (Hemp/50 ft.); Saddle (Exotic/Pack) (Small); Shield, Heavy Wooden (Small); Soap (per lb.); Teapot;

SPECIAL ABILITIES:

Academician Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill. This racial trait replaces the obsessive racial trait.

Animal Companion (Ex) Giant Mantis

Eternal Hope Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces the defensive training and hatred racial traits.

Excitable You demand that everything must happen right now, no matter what, and are too impatient to wait for everyone else to catch up. You finish people's sentences, blurt out the punch lines to slowly-told jokes, rarely make plans, and leap headlong into anything that looks like it might get interesting. While this has sometimes gotten you in trouble, it's also trained you to start moving a split second before everyone else, and that's saved your hide a few times as well.

Gnome Knowledge Selection (Knowledge (Nature))

Ferie Dragon Magic (2 RP): Some gnomes ally with capricious faerie dragons or share a supernatural kinship with these enigmatic creatures. Gnomes with this trait add 1 to the DCs of saves against the illusion spells they cast. Additionally, a gnome with a Charisma score of 11 or higher can use each of the following spell-like abilities once per day: ghost sound, grease, and silent image. The caster level for these effects is equal to the gnome’s character level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma.

Fey Magic
At 1st level, a feyspeaker allows the strange idylls of the fey to guide her magic. The feyspeaker uses her Charisma score instead of her Wisdom score as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, concentration checks, and so on).

At 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th levels, a feyspeaker adds one enchantment or illusion spell from the sorcerer/wizard spell list to her druid spell list as a spell of 1 level higher (for instance, at 4th level, she could add color spray as a 2nd-level druid spell). In order to select a spell, she must be of a level high enough (including the increased spell level) to cast it. Once selected, the spell cannot be changed.

A feyspeaker loses the ability to spontaneously cast summon nature’s ally spells. She gains the wild shape ability at 6th level and gains all benefits related to wild shape 2 druid levels later than usual. She can never use wild shape to transform into an elemental.

This ability alters wild shape and spellcasting.

Fey Speech (Ex)
At 1st level, a feyspeaker’s words carry a tiny fragment of the otherworldly power of the fey’s voices. She gains Bluff, Diplomacy, Disguise, and Sense Motive as class skills. A feyspeaker also learns Sylvan as a bonus language. In addition, the feyspeaker gains a number of skill ranks at each level equal to 6 + her Intelligence modifier, instead of 4 + her Intelligence modifier. The feyspeaker’s base attack bonus from her druid levels is equal to half her druid level (much like a sorcerer’s base attack bonus is calculated), rather than the usual druid base attack bonus.

This ability replaces nature sense and alters the druid’s base attack bonus, class skills, and skills ranks per level.

Wild Mischief (Ex)
At 1st level, a feyspeaker can fool an animal into thinking there is food, a potential mate, or a predator nearby. This ability functions just like a Bluff check to deceive a character. To determine the result of the wild mischief check, the feyspeaker rolls 1d20 and adds her druid level and her Charisma modifier. (Use with sound mimicry for +4) As with Bluff checks, wild mischief checks are modified depending on the believability of the false information. A typical domestic animal is not particularly suspicious of the feyspeaker (no circumstance modifier), whereas wild animals are usually suspicious (–5 penalty on the check).

To use wild mischief, the feyspeaker and the animal must be able to study each other, which means they must be within 30 feet of one another under normal conditions.

Generally, influencing an animal in this way takes 1 minute, but as when influencing people, it could take more or less time. A feyspeaker can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Illusion Resistance (Ex) Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses (Ex) Gnomes receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Mediator You have a way with calming tempers, using cool logic to sooth heated disagreements, and you were always the one to settle arguments among your friends, family, and community. You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion effect that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a Suggestion to lay down arms.

Nature Bond (Ex) A druid may begin play with any of the animals listed in the Animal Companions section beginning on page 51. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Sound Mimicry: Gnomes with this racial trait are skilled at imitating sounds and voices. Doing so requires a Bluff check opposed by the listener’s Sense Motive check, and the gnome gains a +4 racial bonus on Bluff checks to mimic sounds (including accents and speech patterns) she has listened to for at least 10 minutes. Listeners unfamiliar with a particular sound take a –4 penalty on the Sense Motive check. This replaces weapon familiarity.

Wild Empathy
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+5 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

MANTIS

Male giant mantis
None Medium animal (Unexpected Intellectual, Elemental, Earth)
Init +2; Senses low-light vision, tremorsense 60 ft., Perception +5

DEFENSE

AC 17, touch 12, flat-footed 15 (+2 armor, +2 Dex, +3 natural)
hp 24 (3d8) DR Adamantine /1
Fort +3, Ref +5, Will +2

OFFENSE
Speed 30 ft., climb 30 ft., fly 40 ft. (average), burrow 20ft
Melee claw +5/+5/+5/+5 (1d4)

Special Attacks grab, lunge

STATISTICS
Str 10, Dex 15, Con 10, Int 2, Wis 12, Cha 7

Base Atk +2; CMB +4 (+8 grapple); CMD 14 (22 vs. trip, 18 grapple)

Skills: Climb +8 , Fly +8 , Perception +5, Survival +5

Feats: Weapon Focus Claw, Weapon Finesse

SQ ac bonus, bonus tricks 1, link, low-light vision, stat bonus

Animal Tricks Attack
Gear barding (leather), griffon mane cloak

SPECIAL ABILITIES:

AC Bonus 0
Animal Companion

Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Animal will attack all creatures Bonus Tricks 1

Grab (Ex) If You hit with the indicated attack, you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity.

Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Lunge (Ex) A giant mantis's limbs are capable of reaching much farther than normal for a creature of its size. As a full-attack action, it can make a single attack with its claws at double its normal reach. When a giant mantis attacks with a claw in this manner, it gains a +4 bonus on its attack roll. A giant mantis cannot make attacks of opportunity with its lunge.
Mod Bonus Tricks

Genius that Creeps and Crawls (Ex)
The unexpected intellectual gains an Intelligence score of 2 and can gain skills and feats. It loses the mindless quality.

Elemental Type (Ex)
An elemental companion gains a subtype that matches its element: air, earth, fire, or water.