Valeros

The Cursed Shulim Al'Bheddah's page

170 posts. Alias of Guy Humual.


Full Name

Shulim Al'Talab Al'Bheddah

Race

Gnome

Classes/Levels

Beguiler 2

Gender

Male

Size

Small (3'8'', 48lb.)

Age

50

Alignment

Neutral Good

Deity

Lommaq

Strength 10
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 10
Charisma 14

About The Cursed Shulim Al'Bheddah

Melee: Rapier +1 (1d4, crit 18-20/x2, 1lb., piercing) OR Master work Dagger +2 (1d3, crit 19-20/x2, .5lb., slashing)

Ranged: Dagger +3 (1d3, crit 19-20/x2, 10ft., .5lb., piercing)

AC: 14
Flat-footed: 10
Touch: 12

Hit points: 15/15

Initiative: +2

Speed and check penalty:

Spoiler:

Speed (full gear):20ft.

Check penalty (full gear):0.

Speed (combat gear): 20ft.

Check penalty (combat gear):0.

Saves:

Spoiler:

Fort: +1
Ref: +2
Will: +3

Racial Qualities:

Spoiler:

*+2 Constitution, -2 Strength.
*Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
*Gnome base land speed is 20 feet.
*Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
*Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
*2 racial bonus on saving throws against illusions.
*Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
*+1 racial bonus on attack rolls against kobolds and goblinoids.
*+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
*+2 racial bonus on Listen checks.
*+2 racial bonus on Craft (alchemy) checks.
*Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes.
*Spell-Like Abilities: 1/day—speak with animals (burrowing mammals only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
*Favored Class: Bard.

Class Abilities:

Spoiler:

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause your spells to fail if those spells have a somatic component. A beguiler's limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor. This training does not extend to any other from of armor, nor does this ability apply to spells gained from other spell-casting classes.

Trapfinding: Beguilers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmgical trap has a DC of at least 20, or higher if it well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Beguilers can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it.
A beguiler who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.

Cloaked Casting(Ex): Starting at 2nd level, a beguiler's spells become more and more effective when cast against an unwary foe. You gain a +1 bonus to the spell's save DC when you cast a spell that targets ant foe who would be denied a dexterity bonus to AC (whether the target actually has a dexterity bonus or not).

Surprise Casting (Ex): Starting at 2nd level, when you successfully use the Bluff skill to feint in combat, your target is denied its Dexterity bonus (if it has one) to AC for the next melee attack you make against it or the next spell you cast. you must remain in melee with the target, and the attack must be made or the spell cast on or before your next turn. The target is not considered flat-footed and therefore can make attacks of opportunity against you if you do not cast defensively.

Skills:

Spoiler:

Balance +4 (2r)
Bluff +7 (5r)
Decipher Script +5 (2r)
Disable Device +8 (5r)
Gather Information +4 (2r)
Listen +7 (5r)
Open Lock +7 (5r)
Profession [Sailor] +2 (2r)
Search +8 (5r)
Sleight of Hand +4 (2r)
Tumble +7 (5r)
Use Magic Device +7 (5r)

Feats:

Spoiler:

Spell focus: enchantment

Spell casting:

Spoiler:

Spells per day
| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |

| 6 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |

Save DC = 10 + spell level + beguiler's INT mod (+3)
0: 13
1: 14
2: 15
3: 16
4: 17
5: 18
6: 19
7: 20
8: 21
9: 22

Add +1 to the DC for Shulim's illusion and enchantment spells because he's a gnome get +1 to the DC from their illusion spells, and because Shulim has the Spell Focus: enchantment feat.

Languages:

Spoiler:

Common, Gnome, Elven, Goblin, Orc.

Equipment and encumbrance:

Spoiler:

Equipment (traveling): Backpack, bedroll, sunrod (x2), waterskin, rations, trail (x2), map case, rapier, dagger (3), leather armor. masterwork thieves tools

Encumbrance from equipment and weapons (full load):[b] 14.75lb.

[b]Equipment (combat): rapier, dagger (3), Master work dagger, leather armor.
[b]Encumbrance from equipment and weapons (combat):[b] 10.