About _TwiggBackground:
Twigg Pathfinder ID: 86022-1
Kayle’s Blessing: You gain a +1 luck bonus to any saving throw against a dragon’s breath weapon. This bonus can be applied after a roll is made but before the results are determined. You may only use this ability once per saving throw. This ability may be used 3 times (3/3 left) Actor of the Eleven Acts: You participated in one of the Ascendance Day morality plays that recreate the early miracles that Iomedae performed in the face of fearsome threats and overwhelming evil. When you would make a Will saving throw against a spell, spell-like ability, or effect that has the evil or fear descriptor, you may instead make a Perform (act, dance, or oratory) check and use the result of the skill check as your saving throw. When you use this boon, cross it off the Chronicle sheet. Twigg was born an 'only' son to his mother, Tree, and his father, Lexem. Both were powerful spellcasters themselves and due to the strong family connection to fey he too was born with magical powers. He was born with a magical connection to animals, his "twin brother). (his animal companion). He grew up in Varisia and went with his parents whenever they went on trips around Golarion (which they did frequently). When he was of age his parents decided to head to the First World. Twigg stayed and joined the Pathfinder Society because they funded his exploration. Twigg loves using his magic, exploring and learning new things. He is always optimistic. 4th level stat boost: cha 20 --> 21. 8th level stat boost: cha 21 ->22
Appearance:
3'2" 37 lbs Silver spikey hair, mismatching clothing and exotic tattoos covering his body. Character sheet:
Twigg Male Gnomish Sorcerer (Fey-Sylvan)(Wild-blooded Archetype) 8 CG Small Humanoid Init +6; Senses Low-light vision; Perception +1 -------------------- DEFENSE -------------------- AC 19, touch 15, flat-footed 16 (+2 Armor, +3 dex, +1 Size, +1 Natural, +2 Shield) (+3 additional Armor AC with Mage Armor] hp 58 (8d6+24) Fort +7, Ref +7, Will +8 (+10'against Fear, Despair and Illusions) -------------------- OFFENSE -------------------- Spd 20 ft. Melee: Unarmed+1 (1d2-3/20/x2) Ranged: Wand of Acid Arrow +8 Ranged Touch (2d4 acid damage, 2 rounds) Spell-like Abilities: Dancing Lights, Prestidigitation, Speak with Animals (1/day)
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. Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against Illusion spells and effects. Keen Senses: Gnomes receive a +2 racial bonus to Perception checks. Academician: (Knowledge – Nature) 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. Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day— Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell's level + the gnome’s Charisma modifier. Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon. Low-Light Vision: Gnomes can see twice as far as human in conditions of dim light. Effortless Trickery: You can maintain concentration on one spell of the illusion school as a swift action. This has no effect on spells of other schools or on illusion spells with durations that don’t depend on your active concentration. While you may only maintain one spell as a swift action, you may take your move and standard actions to maintain other spells normally, if you wish. Woodland Stride: You can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you. Spells:
4th (4): Confusion (will DC 20) Faction:Grand Lodge
Coins: 14 502.5gp
Animal Companion:
Animal Companion: "Mexel" Medium Animal - Bear Fort+8, Ref+7, Will+3 AC 22, touch 12, flat-footed 20 (+2 Dex, +6 natural, +4 Armor) Hp 54 (6d8+24) Speed: 40 Melee Bite+8 to hit (1d6+7 damage) power attack
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