Roy Flaxbeater

Tat Gnosor's page

134 posts. Organized Play character for kaervek78.


Classes/Levels

Male CG Gnome Tattooed Sorcerer (draconic) 3 | HP 20/20 | AC 14(17) T 12 FF 13(16) (mage armor) | CMB -3 CMD 8 | F: +3 R: +2 W: +2 (+2 vs. fear, despair and death effects)| Init +9 | Perc +5 (darkvision 60) | SM +1 | Speed 20ft | Nat. 1 reroll: 1/1

Gender

The Emerald Spire: Splinterden (Level 3)

About Tat Gnosor

Guide, Guide #2

Scenario Notes: NA

Shopping:

To Buy/Do: -
!!! - Handy Haversack (2000g, 5lb);
- Headband of Charisma +2 (4000g, 1lb);
- Circlet of Persuasion (4500g, 0lb); +3 competence to CHA-based checks (also to Initiative because of Scion of War!)
- Boots of Escape (8000g, 1lb);
- Deep Red Sphere (Cracked) Ioun Stone (200g, 0lb); +1 competence bonus on one Dexterity-based skill
- Pale Ruby Trillian (Cracked) Ioun Stone (200g, 0lb); +1 competence on stealth checks
- Pale Ruby Trillian (Normal) Ioun Stone (5000g, 0lb); +5 competence on stealth checks
- Dark Blue Rhomboid (Cracked) Ioun Stone (400g, 0lb); +1 competence bonus on Perception and Sense motive checks
later:
- Spirit of Wine (5s, 0lb);
- Urea (5s, 0lb);
- Alchemist's Fire (20g, 1lb);
- Black Powder (10g, 0lb);
??? - Alchemical Grease (5g, 1lb);

To NOT Buy:
- Dusty Rose Prism (Cracked) Ioun Stone (500g, 0lb); +1 competence to ini

already done shopping (chronicle #1): -

already done shopping (chronicle #2): Dagger, cold iron (4g, 1lb); Wand of Infernal Healing (2PP, 0lb) (50/50); Liquid Ice (40g, 2lb); 14x Brimstone (5s, 0lb); 20x Saltpeter (3 Doses) (3g, 0lb);

shopping (chronicle #3): Wand of CLW (2PP, 0lb) (50/50);

shopping (chronicle #4): Wand of Comprehend Languages (2PP, 0lb) (50/50);

shopping (chronicle #5): Wand of Endure Elements (2PP, 0lb) (50/50);

shopping (chronicle #6): Wand of ? (2PP, 0lb) (50/50);

Now LEVEL 3!!!

Done: BAB, Saves, CMB, CMD, ACP, Skills, Feats, Attacks, Class Features, select a spell
To Do: everything else, Shopping (alchemical stuff and other equipment, riding dog?), Encumbrance

NOTE TO SELF:
-

---

Tat Gnosor is a hot-headed Gnome with tattoos... many, many tattoos...

Special Abilities, Feats, Traits, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.

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DEFENSE
__________________________________________________

CMD 8
AC 14, touch 12, flat-footed 13
Energy Resistances Fire 5
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OFFENSE
__________________________________________________

CMB -3
Speed 20 ft. (20 ft. in light armor)
Ranged

acid splash (cantrip, alchemically enhanced) +3 (1d3+2/20/x2)
[dice=acid splash]1d20+3[/dice] for [dice=acid]1d3+2[/dice] (+1 force damage)

ray of frost (cantrip, alchemically enhanced) +3 (1d3+1/20/x2)
[dice=ray of frost]1d20+3[/dice] for [dice=cold]1d3+1[/dice] (+1 force damage)

cold iron Dagger thrown +3 (1d4-3/19-20/x2)
[dice=cold iron Dagger thrown]1d20+3[/dice] for [dice=Piercing OR Slashing]1d4-3[/dice]

Melee

cold iron Dagger -1 (1d4-3/19-20/x2)
[dice=cold iron Dagger]1d20-1[/dice] for [dice=Piercing OR Slashing]1d4-3[/dice]

Unarmed Strike -1 (1d3-3/20/x2)
[dice=Unarmed Strike]1d20-1[/dice] for [dice=Bludgeoning non-lethal]1d3-3[/dice]

SLAs dancing lights(4/day), flare(1/day), prestidigitation(1/day), produce flame(1/day)

Sorcerer Spells known (CL 3; concentration +8)
. . 1st (3+1 known, 7 slots): mage armor[bls], magic missile[evoc], burning hands[evoc][fire], snowball[evoc] (DC 16) (DC 17 for evoc)
. . 0 (5 known, at will): acid splash, detect magic, mending, ray of frost, read magic (DC 15) (DC 16 for evoc)
[evoc] or [bls] (bloodline spell) +1 CL (Source: Feat "Varisian Tattoo")
[fire] +1 CL (Source: Alternative Racial Trait "Pyromaniac")
[fire] +1 point of damage per die rolled (Source: Bloodline Arcana "Draconic: Gold")
All spells that deal damage: +1 trait bonus (considered force damage) to the total damage (Source: Trait "Havoc of the Society")
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STATISTICS
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Str 5, Dex 12, Con 14, Int 14, Wis 8, Cha 20
BAB +1; CMB -3; CMD 8
AC Calc 1 Armor, 1 Dex, 1 Size, 1 Natural
HP Calc 1) 6, 2-3) 4, Con 6
Save Calc Base +1/+1/+3, Ability +2/+1/-1
Feats Noble Scion (Scion of War), Varisian Tattoo (Evocation), Alertness , Spell Focus (Evocation), Spell Specialization (Magic Missile)
Traits Trustworthy (Social), Havoc of the Society (Magic)
Traits Natural Negotiator (Faction), Magical Lineage (Magic)
Traits Reactionary (Combat), Indomitable Faith (Faith)???
Languages Common, Gnome, Sylvan; Draconic(B), Dwarven(B); Auran (T)
Favored Class Sorcerer 1-3) Skill Point
Familiar Greensting Scorpion (+4 Ini)

SKILLS:
(2 + 2 + 1 = 5 ranks/level)
[dice=Acrobatics - ACP]1d20+1-0[/dice]
[dice=Appraise]1d20+2[/dice]
[dice=Bluff]1d20+9[/dice] (+1 trait to fool someone) <1 rank>
[dice=Climb - ACP]1d20-3-0[/dice]
[dice=Craft: Anything]1d20+2[/dice]
[dice=Diplomacy]1d20+10[/dice] <1 rank, +1 trait>
[dice=Disable Device t - ACP]NA[/dice]
[dice=Disguise]1d20+5[/dice]
[dice=Escape Artist - ACP]1d20+1-0[/dice]
[dice=Fly - ACP]1d20+1-0[/dice]
[dice=Handle Animal t]1d20+5[/dice] NA
[dice=Heal]1d20-1[/dice]
[dice=Intimidate]1d20+9[/dice] <1 rank>
[dice=Knowledge: Arcana t]1d20+10[/dice] <3 ranks, +2 alternative racial trait> x
[dice=Knowledge: Dungeoneering t]NA[/dice]
[dice=Knowledge: Engineering t]NA[/dice]
[dice=Knowledge: Geography t]NA[/dice]
[dice=Knowledge: History t]NA[/dice]
[dice=Knowledge: Local t]NA[/dice]
[dice=Knowledge: Nature t]NA[/dice]
[dice=Knowledge: Nobility t]1d20+8[/dice] <1 rank, +2 feat>
[dice=Knowledge: Planes t]NA[/dice]
[dice=Knowledge: Religion t]NA[/dice]
[dice=Linguistics t]NA[/dice]
[dice=Perception]1d20+5[/dice] <1 rank, +2 feat> x
[dice=Perform: Any]1d20+5[/dice]
[dice=Profession: Any]1d20-1[/dice]
[dice=Ride - ACP]1d20+1-0[/dice]
[dice=Sense Motive]1d20+1[/dice] <0 ranks, +2 feat>
[dice=Sleight of Hand - ACP]1d20+1-0[/dice]
[dice=Spellcraft t]1d20+8[/dice] <3 ranks> x
[dice=Stealth - ACP]1d20+6-0[/dice] <1 rank, +4 size>
[dice=Survival]1d20-1[/dice]
[dice=Swim - ACP]1d20-3-0[/dice]
[dice=UMD]1d20+11[/dice] <3 ranks> x

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EQUIPMENT AND GOLD
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On person
*Combat Gear Dagger, cold iron (4g, 0.5lb); Haramaki (3g, 0.5lb) - 1
*Other Gear Backpack (2g, 0.5lb); Spell Component Pouch (5g, 2lb); Explorer's Outfit (0g, 2lb); - 4 + 0.5 = 4.5
*Adventuring Gear (in Backpack) 1x Waterskin (1g, 1lb); Bedroll (1s, 1.25lb); 2x Trail Rations (5s, 0.25lb) - 2.75
Spell Book (15g, 3lb)
*Alchemical/Magic Gear 1x Acid, flask (10g, 1lb); 50x Brimstone (5s, 0lb); 20x Saltpeter (3 Doses) (3g, 0lb); Wand of Infernal Healing (50/50); - 1
2x Alchemist's fire, flask (20g, 1lb); 1x Potion of CLW (50g, 0lb); Wand of CLW (50/50); Wand of Comprehend Languages (50/50); Wand of Endure Elements (50/50) - 2
*Alchemical/Magic Gear (in Backpack) 1x Acid, flask (10g, 1lb); Liquid Ice (40g, 2lb); Backup Spell Component Pouch (5g, 2lb) - 5
1x Acid (10g, 1lb); 1x Alchemist's fire (20g, 1lb) - 2
Left at Lodge 2x Trail Rations (5s, 0.25lb);
Starting GP 150 - 67.1 (shopping: 7+7+2.1+35+15+1) = 82.9 gold
Starting GP 82.9 + 1398 = 1480.9 gold - 107 (shopping) = 1373.9 + 1536 = gold
Weight Carried 14.25 lbs
Weight Carried (without backpack) 6 lbs
Carrying Capacity Light (15 lb), Medium (30 lb), Heavy (45 lb), LoH (45 lb), Lift (90 lb), Drag/Push (225 lb)
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APPEARANCE
__________________________________________________

Height 3'3"
Weight 38 lb
Age 101
Eye Color Red
Hair Color White
Skin Tone Purple
Region of Origin Varisia
Deity Thisamet
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SPECIAL ABILITIES
__________________________________________________

Class Features Sorcerer:

Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Spells A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Bloodline Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Filled with magical power that screams for release, sorcery is not so much a calling as a blessing—or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your sorcerer’s abilities.
The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline.
Bloodline Mutations Although heirs to similar arcane bloodlines may share commonalities, the unique circumstances in which a bloodline enters a bloodrager or sorcerer’s lineage can result in the manifestation of particularly strange or unusual bloodline powers known as mutations. Whenever a bloodrager or a sorcerer gains a new bloodline power, she can swap her bloodline power for a bloodline mutation whose prerequisites she meets. Once this choice is made, it cannot be changed, and a bloodrager or sorcerer cannot swap a bloodline power that she has altered or replaced with an archetype for a bloodline mutation. A bloodrager need not be in a bloodrage to use her bloodline mutation powers. Alternatively, a bloodrager or sorcerer can select a bloodline mutation in place of a bloodline bonus feat, provided her class level is at least equal to the level of the bloodline ability the mutation normally replaces.
Source: Pathfinder Player Companion: Magic Tactics Toolbox

Sorcerer Bloodline (Draconic: Gold):

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Class Skill Perception.
Bonus Spells mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th).
Bonus Feats Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.
Bloodline Arcana Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Bloodline Powers The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type.
Dragon Type: Gold; Energy Type: Fire; Breath Shape: 30-foot cone
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4. ===> Fire 5
Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.
Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.

Class Features Sorcerer (Tattooed Sorcerer):

The tattooed sorcerer has embraced the ancient traditions of Varisian spellcasting, and uses colorful and intricate tattoos to enhance her magical powers. A tattooed sorcerer has the following class features.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.
Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability (Core Rulebook 82), but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled. This ability replaces her 1st-level bloodline power.
Varisian Tattoo (Ex) At 1st level, the tattooed sorcerer gains Varisian Tattoo (see the Inner Sea World Guide) as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Varisian Tattoo enhances. This ability replaces her Eschew Materials bonus feat.
Bloodline Tattoos (Ex) Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Varisian Tattoo feat, even if they don’t match the school to which her Varisian Tattoo belongs.
Create Spell Tattoo (Su) At 7th level, a tattooed sorcerer can create a spell tattoo (see page 16) once per day with a single touch as a standard action. The recipient of the spell tattoo must be willing to receive the spell tattoo. If she gives the spell tattoo to herself, it does not count against the regular limit of magic tattoos she can have. The spell tattoo must be of a spell that she knows that has no material or focus component. She can maintain one spell tattoo created by this ability at a time—if she uses this ability again, the previous spell tattoo she created fades away. Spell tattoos she creates with Inscribe Magic Tattoo do not count against this limit. She can use this ability twice per day at 11th level, and three times per day at 15th level. This ability replaces the bloodline feat gained at 7th level.
Enhanced Varisian Tattoo (Su) At 9th level, the tattooed sorcerer can pick any one spell she knows for which she has a Varisian Tattoo feat. This spell must be one that lacks focus components and costly material components. She can now use that spell as a spell-like ability once per day. This spell-like ability is not enhanced by her Varisian Tattoo, but it functions at +2 caster levels above her sorcerer caster level. Whenever she gains a bloodline power at a later date, she may change this spell-like ability to another qualifying spell. This ability replaces the 9th-level bloodline power.
Source: Inner Sea Magic pg. 40

Faction Rewards: none so far

Feats:

Alertness (Familiar) You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Varisian Tattoo (Evocation) Select a school of magic (other than divination) in which you have Spell Focus - you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. Evocation (ragario): dancing lights
Noble Scion (Scion of War) You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.
Source: Inner Sea World Guide pg. 288
Spell Focus (Evocation) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Spell Specialization Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell.
Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.

Source: Ultimate Magic pg. 156
Additional Traits You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.
Improved Initiative You get a +4 bonus on initiative checks.
Breadth of Experience You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained. (Link)

Traits:

Trustworthy (Social) People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Source: Ultimate Campaign pg. 61
Havoc of the Society (Magic) Through countless hours studying vast libraries of arcane power, you have learned how to cause greater damage to your foes. Whenever you cast a spell that deals damage, you gain a +1 trait bonus to the total damage dealt. This damage is considered force damage regardless of the type of damage dealt by the spell.
Source: Shattered Star Player's Guide pg. 5, Faction Guide pg. 63
OR
Magical Lineage (Magic) One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Reactionary (Combat) You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
??? Indomitable Faith (Faith) You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.
? (?)


Racial Traits:

+2 Constitution, +2 Charisma, –2 Strength Gnomes are physically weak but surprisingly hardy, and their enthusiastic attitudes make them naturally agreeable.
Small Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed Gnomes have a base speed of 20 feet.
Languages Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Low-Light Vision Gnomes can see twice as far as humans in conditions of dim light.
Defensive Training Gnomes get a +4 dodge bonus to their AC against monsters of the giant type.
Gnome Magic Gnomes add 1 to the DCs of any saving throws to resist illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. 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 modifier.
Hatred Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Illusion Resistance Gnomes get a +2 racial bonus on saving throws against illusion spells or effects.
Keen Senses Gnomes receive a +2 racial bonus on Perception checks.
Obsessive Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.


Alternative Racial Traits:

Academian Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait. ===> Knowledge (Arcana)
Source: Advanced Race Guide pg. 32, Advanced Player's Guide pg. 14
Darkvision Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.
Source: Advanced Race Guide pg. 32
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 defensive training and hatred.
Source: Advanced Race Guide pg. 32, Advanced Player's Guide pg. 14
Fey Fortitude Gnomes with this racial trait are infused with a connection to life. They gain a +2 racial bonus on saves to resist death effects. This replaces weapon familiarity.
Source: Heroes from the Fringe pg. 16
Pyromaniac Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle’s flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome’s level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance.
Source: Advanced Race Guide pg. 33, Advanced Player's Guide pg. 15

Botting Preferences:

Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character.

Non-Combat
*Tat Gnosor has ranks in the following skills: Bluff, Diplomacy, Knowledge(Arcana), Knowledge(Nobility), Perception, Spellcraft, Stealth and UMD
*to be done
Skill Checks are all preformatted in the Skills section

Combat
*Use Cantrips (or Magic Missile, if guaranteed damage is necessary)
*
*If surrounded in melee: ...
Combat Rolls should mostly be preformatted in the Offense section.


PFS Boons:

Placeholder: Placeholder.

Scenario List:

1) #ES-01 The Emerald Spire Superdungeon - The Tower Ruins: 3 XP, 4 PP, 1398 gold
2) #ES-02 The Emerald Spire Superdungeon - The Cellars: 3 XP, 4 PP, 1536 gold
3) #ES-03 The Emerald Spire Superdungeon - The Cellars: 3 XP, 4 PP, ??? gold
Total XP: 6
Total Fame:8 (500 gold cap / next level at Fame 9: 1500 gold)
Current Prestige: ??? (-2 for shopping +2 earned(chronicle #1) = 0)

Chronicle Info:

Player: Chris N. aka kaervek78
Character Name: Tat Gnosor
PFS #: 331079-10
Faction: Silver Crusade
Day Job: none
Normal Progression

Test:

"Tat. Tat Gnosor."

Tat Gnosor is ...

Test2:

Feats at Level
1) Noble Scion, Varisian Tattoo, Alertness (Familiar)
2) -
3) Spell Focus (Evocation)
4) -
5) Spell Specialization?
6) -
7) ? MM-feat? impr. ini?
8) -
9) ?
10) ?
11) -
12) ?

https://aonprd.com/FeatDisplay.aspx?ItemName=Elemental%20Spell

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Ini +9 (5 Cha, 4 Familiar, 0 Trait)
BAB +0

Familiar: Greensting Scorpion (+4 Ini)

spells/day:
1st: 5

spells known:
cantrips: 5
1st: 2

Skills (5/level)
class skills: Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
additional class skills (bloodline): Perception
additional class skills (feats): Knowledge (nobility)
additional class skills (traits): Diplomacy