Tush Piack's page

102 posts. Alias of CariMac.

Full Name

Tush Piack


Female dread gnome sorcerer (tattooed sorcerer) 1 N Small humanoid


Init +4; Senses low-light vision; Perception +6


AC 14, T 14, FF 11 | hp 7/7 Fort +0 (+2 vs. poison (+4 vs. accidently poisoning yourself)), Ref +3, Will +4

Strength 11
Dexterity 17
Constitution 10
Intelligence 11
Wisdom 14
Charisma 17

About Tush Piack

Tush Piack
Female dread gnome sorcerer (tattooed sorcerer) 1 (Pathfinder Campaign Setting: Inner Sea Magic)
N Small humanoid (gnome)
Init +4; Senses low-light vision; Perception +6
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 7 (1d6+1)
Fort +0 (+2 vs. poison (+4 vs. accidently poisoning yourself)), Ref +3, Will +4
Defensive Abilities defensive training
Speed 20 ft.
Melee dagger +1 (1d3/19-20)
Ranged sling +4 (1d3)
Special Attacks hatred
Spell-Like Abilities (CL 1st; concentration +5)
. . 3/day—touch of fatigue (DC 14)
. . 1/day—bleed (DC 13), chill touch (DC 14), detect poison, touch of fatigue (DC 13)
Sorcerer (Tattooed Sorcerer) Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—color spray (DC 14), ray of enfeeblement (DC 15)
. . 0 (at will)—acid splash, detect magic, light, ray of frost
. . Bloodline Djinni
Str 11, Dex 17, Con 10, Int 11, Wis 14, Cha 17
Base Atk +0; CMB -1; CMD 12
Feats Alertness, Point-Blank Shot, Varisian Tattoo[ISWG]
Traits arcane temper, efficient packer
Skills Acrobatics +3 (-1 to jump), Craft (clothing) +4, Perception +6, Sense Motive +4, Spellcraft +4, Stealth +10, Use Magic Device +7; Racial Modifiers +2 Perception
Languages Common, Gnome, Sylvan
SQ bloodline tattoos, familiar tattoo, knack with poison[ARG]
Other Gear dagger, sling, sling bullets (50), bedroll, belt pouch, flint and steel, ink, inkpen, masterwork backpack[APG], mess kit[UE], soap, spell component pouch, tailoring tools, trail rations (5), waterskin, 44 gp, 4 sp
Special Abilities
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Djinni You were born with the power of air genies, and the magic of the djinn is strong in you.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell's d
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
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
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Knack with Poison (Ex) +2 Craft (alchemy) to make poison, +2 save vs. poison (+4 if accidentally expose yourself).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Varisian Tattoo (Necromancy) Spells from chosen school gain +1 caster level.
Character Concept Image

Tush (don't call her Tushie) Piack is a young dread gnome. She stands a little over three feet tall, and has dark purple hair. Her eyes are dark purple with obsidian pinpoints in them.

She is a sorcerer of the djinni bloodline. Though that's not where her interests lie. She has keen interest in necromatic spells and incantations. Her body is covered in Varisian tatoos of dark and disturbing images. Her familiar a centipede spends most of it's time in tattoo form wrapped around her wrist like a cuff.

She loves to create amazing clothing creations as long as they are in dark colors like black, purple, green or blood red. She likes to be in the height of fashion.

She's very interested in making money, and having new adventures. She's loyal to Colewin Binderbook. He's managed to look past her oddness to the hard working young woman she really is. He recognizes that she wants to belong to a group to keep loneliness at bay, and has offered her a place in the Silver Shields.

People see her as odd even for a gnome. The decisions she makes in order to fend off the blight don't always make sense to others. She really doesn't care. Adventure is fun.

Uncle Istis' lucky bracelet. (the stone bead bracelet seen on her left wrist in your image):

Your Uncle (well great uncle twice removed on your mothers side really) was an eccentric fellow... mad as the mist and snow they say. He always had a dark cackle and everyone avoided him at family gatherings. You loved Uncle Istis and his sudden bleaching certainly upset you at the least. He decided at a family gathering... that he was going to go find the ultimate in excitement to restore himself and disapeared forever...but before you left he came to you and gave you a gift a set of five riverpolished stones all almsot the same size. Immediately you knew what you were going to do with them, they screamed bracelet! In your haste to make the bracelet you never stopped to consider that the stones might have been magical and it wasnt until later you did discover it.

Your tinkering upset their enchantment, but you have found that some of them still work... well most of the time. The four largest stones still carry an enchantment.

The larger you have found when focusing your magic through it makes your beams or arcane energy more precise....well sometimes. (25% chance of being treated as having precise shot feat)

The cracked stone seemingly makes your ranged spells smaller... but increases their range... at least for a few times each day.

(2/day you may double the ranged of a spell, but you decrease its effects by one. for example ray of enfeeblement would do 1d5 damage instead of 1d6)
the 'green' stone - Focusing on this one makes anything your spell hit turn green for one hour, physically and well literally. If a living creature is struck they need to make a dc 10 fort save or be sickened for 1 rd.

Lil'Blue - The lil' blue stone is magic... just you have no idea what it does.. maybe someday you will.


Arcane Familiar
House centipede (Pathfinder RPG Ultimate Magic)
CG Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +4
AC 19, touch 16, flat-footed 15 (+3 Dex, +1 dodge, +3 natural, +2 size)
hp 3 (1d8)
Fort +2, Ref +3, Will +2
Speed 40 ft., climb 40 ft.
Melee bite -3 (1d3-5 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
Str 1, Dex 17, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (15 vs. trip)
Feats Dodge
Tricks Attack, Come, Defend, Down, Guard, Guarding, Quiet Watch
Skills Acrobatics +3 (+7 to jump), Climb +15, Perception +4, Spellcraft -1, Stealth +19, Use Magic Device -3; Racial Modifiers +4 Perception, +8 Stealth
SQ come, guarding, improved evasion, quiet watch
Special Abilities
Climb (40 feet) You have a Climb speed.
Come [Trick] The animal will come to you on command.
Darkvision (60 feet) You can see in the dark (black and white only).
Guarding [Trick] The animal has been trained for guard duty.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (DC 10) (Ex) House Centipede Poison: Bite—injury; save Fort DC 10; frequency 1/round for 2 rounds; effect dazed; cure 1 save. The save DC is Constitution-based.
Quiet Watch [Trick] The animal stands watch and alerts master quietly, if able.

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