Suit of Keys

Whims Josser's page

43 posts. Organized Play character for nightdeath.


Full Name

Whim Josser

Race

| HP: 39 /39| AC: 15/15/12|Init: +8| Perc: +7| Fort: +4 | Ref: +7| Will: +4| CMB: +4| CMD: 15| Q.Staff: +1;1d4-1| Ray:+4|

Classes/Levels

Spoiler:
Acro:+6| Appraise:+2| Bluf:+7| C.(Alchemy):+8| Diplo:+8| D.D:+7| E.A:+7| Fly:+3| H.Ani:+3| Heal:+0| Inti:+8| K. (Arc/Dun/at/Loc):+7| Ling:+7| P. (Dance):+8| S.M:+0| Spell:+7| Stealth:+11| Survial:+0| UMD:+3|

Gender

PFS #76925-44 Female Gnome Rogue 2/ Sorceror 2

Size

Small

Special Abilities

SA +1d6, Evasion, Spells

Alignment

Chaotic Good

Languages

Common, Gnome, Sylvan, Draconic, Dwarven, Infernal, Celestial

Strength 8
Dexterity 14
Constitution 16
Intelligence 14
Wisdom 10
Charisma 17

About Whims Josser

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76925-44 Whim Josser

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Character Crunch:

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Male Gnome Rogue () 2 / Sorceror (Arcane) 2
Chaotic Good Small Humanoid
Init +8; Senses DarkVision Perception +7

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Defense
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AC 15, touch 15, flat-footed 12 (+0 armor, +0 Shield, +2 Dex, +0 natural, +1 Size +1 Dodge)
hp 39 (2d8) (+12 Con Bonus) (+0 Favored)) (+4 Toughness)
Fort +4, Ref +7, Will +4
Resist

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Offense
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Offenses
Speed 20 ft.
Ranged Shortbow +4 (1d4 20/x3) (60Ft)
Melee Quarterstaff +1 (1d4-1 20/x2)
Melee -- +1 (-d- --/x-)
Special Attacks
Spell-Like Abilities

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Statistics
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Str 8, Dex 14, Con 16, Int 14, Wis 10, Cha 17
Base Atk +1; CMB +4; CMD 15
Languages Common, Gnome, Sylvan, Draconic, Dwarven, Infernal, Celestial
SQ

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Feats
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Toughness (Level 1 Feat)
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than

3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Improved Initiative (Level 3 Feat)
You get a +4 bonus on initiative checks.

Eschew Materials (Sorceror Bonus Feat)
You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the

spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1

gp, you must have the material component on hand to cast the spell, as normal.

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Traits
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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.

Magical Knack (Magic)
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or

because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries

easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this

trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level

higher than your current Hit Dice.

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Class Features
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Weapon and Armor Proficiency:
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are

proficient with light armor, but not with shields.

Sneak Attack:
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital

spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target

actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and

increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra

damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that

deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage

in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A

rogue cannot sneak attack while striking a creature with concealment.

Trapfinding:
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1).

A rogue can use Disable Device to disarm magic traps.

Evasion (Ex):
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful

Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.

Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of

evasion.

Rogue Talents:
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a

rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A

rogue cannot select an individual talent more than once.

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 presented in Spell Lists. 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.

Cantrips:
Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.”

These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials:
A sorcerer gains Eschew Materials as a bonus feat at 1st level.

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Skills
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Acrobatics +6 (+1 Rank, +3 trained, +2 Ability, -0 Armor)
Appraise +2 (+0 Rank, +0 trained, +2 Ability)
Bluff +7 (+1 Rank, +3 trained, +3 Ability)
Climb +3 (+1 Rank, +3 trained, -1 Ability, -0 Armor)
Craft (Alchemy) +8 (+1 Rank, +3 trained, +2 Ability, +2 Racial)
Diplomacy +8 (+2 Rank, +3 trained, +3 Ability)
Disable Device +7 (+2 Rank, +3 trained, +2 Ability, -0 Armor)
Disguise +7 (+1 Rank, +3 trained, +3 Ability)
Escape Artist +7 (+2 Rank, +3 trained, +2 Ability, -0 Armor)
Fly +2 (+0 Rank, +0 trained, +2 Ability, -0 Armor)
Handle Animal +3 (+0 Rank, +0 trained, +3 Ability)
Heal +0 (+0 Rank, +0 trained, +0 Ability)
Intimidate +8 (+2 Rank, +3 trained, +3 Ability)
Knowledge (Arcana) +7 (+2 Rank, +3 trained, +2 Ability)
Knowledge (Dungeoneering) +7 (+2 Rank, +3 trained, +2 Ability)
Knowledge (Nature) +7 (+2 Rank, +3 trained, +2 Ability)
Knowledge (Local +7 (+2 Rank, +3 trained, +2 Ability)
Linguistics +7 (+2 Rank, +3 trained, +2 Ability)
Perception +7 (+2 Rank, +3 trained, +0 Ability, +2 Racial)
Perform (Dance) +8 (+2 Rank, +3 trained, +3 Ability)
Ride +2 (+0 Rank, +0 trained, +2 Ability, -0 Armor)
Sense Motive +0 (+0 Rank, +0 trained, +0 Ability)
Spellcraft +7 (+2 Rank, +3 trained, +2 Ability)
Stealth +11 (+2 Rank, +3 trained, +2 Ability, -0 Armor, +4 Size)
Survival +0 (+0 Rank, +0 trained, +0 Ability)
Swim -1 (+0 Rank, +0 trained, -1 Ability, -0 Armor)
Use Magic Device +3 (+0 Rank, +0 trained, +3 Ability)

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Magic
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Bonus Spells (1st: 2, 2nd: 1, 3rd: 1, 4th: 1, 5th: 1)
Caster Level: 2
Spells Known (5) Level 0 DC 13
Acid Splash: Orb deals 1d3 acid damage.
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects spells and magic items within 60 ft.
Mage Hand: 5-pound telekinesis.
Read Magic: Read scrolls and spellbooks.

Spells Known (2) Level 1 DC 14 4/day
Reduce PersonY: Humanoid creature halves in size.
Color SprayY: Knocks unconscious, blinds, and/or stuns weak creatures.

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Special Abilities
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Fast Stealth (Ex) (Rogue Talent)
This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Bloodline Arcana:
Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's

DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Arcane Bond (Su):
At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any

wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to

have both a familiar and a bonded item.

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Equipment
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Equipment list]
Melee Weapons Quarterstaff
Ranged Weapons Short Bow, 20 Arrows
Armor
Other Gear a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail

rations (10 days), and a waterskin.
Explorer's Clothes
Winter Clothing
Magic Item
Wand of Cure Light Wound (43/50)
Wand of Mage Armor (40/50)
Wand of Shield (45/50)
Wealth 43gp

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Racial Traits
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Gnome Racial Traits:

+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude

makes 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 to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
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, and 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.
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 gain a +2 racial saving throw bonus against illusion spells and 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.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose

from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

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Background Story
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Whim Josser:

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Appearance
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Whim Josserl Appearance: