About ZAO Zenkrikk Azler OzSTATISTICS Gnome Chaotic Neutral Speed 20ft (40ft Fly mounted) HP: 97 Initiative: +6 BAB: +7/+2 Senses:
DEFENSE
AC: 24: CMD: 22
10 (Base) + 6 (Dex) + 5 (+1 Mithril Shirt) +1 (Size) +2 (Shield Ally) Fort +12 Ref +18 Will +14 OFFENSE
SPECIAL ABILITIES
Racial Traits:
Size: Gnomes are Small creatures and thus 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.
Base Speed:[ (Slow Speed) Gnomes have a base speed of 20 feet. 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.
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. Master Tinker:Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. Low-Light Vision Hex-Evil Eye (Su):
The shaman causes doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (shaman's choice): ability checks, AC, attack rolls, saving throws, or skill checks. This hex lasts a number of rounds equal to 3 + the shaman's Wisdom modifier. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty increases to –4. Hex-Fortune (Su):
The shaman grants a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing it to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. The target creature must to decide to use this ability before the first roll is made. At 8th and 16th levels, the duration of this hex increases by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours. Hex-Misfortune (Su):
The shaman causes a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A successful Will saving throw negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours. Hex-Chant (Ex):
A shaman can chant as a move action. Any creature that is within 30 feet that is under the effects of the shaman's charm, evil eye, fortune, fury, or misfortune hex has that effect's duration extended by 1 round. A shaman cannot select both this hex and the witch's cackle hex. 7/day Stardust (Sp):
As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman's level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. 1/day: Dancing Lights, Prestidigitation, Speak with Animals, Speak with Monkeys, +5 Acrobatics, Climb, or Disable Device. SKILLS:
Acrobatics +10
Bluff +10 Craft (Alchemy) +7 Craft (Weapons) +10 Diplomacy +17 Disable Device +11 Escape Artist +10 Handle Animal +8 Knowledge (Arcana) +7 Knowledge (Dungeoneering) +7 Knowledge (Engineering) +8 Knowledge (Geography) +7 Knowledge (History) +7 Knowledge (Local) +7 Knowledge (Nature) +7 Knowledge (Planes) +7 Knowledge (Religion) +7 Linguistics +12 Perception +22 Perform (Regurgitation) +8 Ride +10 Sense Motive +8 Sleight of Hand +10 Spellcraft +14 Use Magic Device +9 -------------------------------------------
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Rejuvenate Eidolon Lessor:
School conjuration (healing); Level summoner 1
Casting Time 1 standard action Components V, S, M (a drop of your blood) Range touch Target eidolon touched Duration instantaneous Saving Throw none; Spell Resistance no By laying your hand upon an eidolon, you cause its wounds to close and its form to solidify. This spell cures 1d10 points of damage +1 point per caster level (maximum +5). Feather Fall:
School transmutation; Level bard 1, sorcerer/wizard 1
Casting Time 1 immediate action Components V Range close (25 ft. + 5 ft./2 levels) Targets one Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart Duration until landing or 1 round/level Saving Throw Will negates (harmless) or Will negates (object); Spell Resistance yes (object) The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling resumes. The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: a Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so forth. This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item, the object does half normal damage based on its weight, with no bonus for the height of the drop. Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature. Shield:
School abjuration [force]; Level sorcerer/wizard 1
Casting Time 1 standard action Components V, S Range personal Target you Duration 1 min./level (D) Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Mage Armor:
School conjuration (creation) [force]; Level sorcerer/wizard 1
Casting Time 1 standard action Components V, S, F (a piece of cured leather) Range touch Target creature touched Duration 1 hour/level (D) Saving Throw Will negates (harmless); Spell Resistance no An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor. Jury Rig:
School transmutation; Level bard 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
Casting Time 1 standard action Components V, S, M (a pinch of tree resin) Range touch Target one broken object of up to 2 lbs./level Duration 1 round/level Saving Throw: Will negates (harmless, object); Spell Resistance: yes (harmless, object) When you cast this spell, a spectral force binds a broken weapon together, relieving the broken condition for a short time. While under the effects of this spell, an item with the broken condition suffers no adverse effects from that condition, and is treated as if it is not broken. The object regains no hit points, and damage can still destroy the object. -------------------------------------------
Slow:
School transmutation; Level bard 3, sorcerer/wizard 3
Casting Time 1 standard action Components V, S, M (a drop of molasses) Range close (25 ft. + 5 ft./2 levels) Targets one creature/level, no two of which can be more than 30 ft. apart Duration 1 round/level Saving Throw Will negates; Spell Resistance yes An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed. Multiple slow effects don't stack. Slow counters and dispels haste. Haste:
School transmutation; Level bard 3, sorcerer/wizard 3
Casting Time 1 standard action Components V, S, M (a shaving of licorice root) Range close (25 ft. + 5 ft./2 levels) Targets one creature/level, no two of which can be more than 30 ft. apart Duration 1 round/level Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless) The transmuted creatures move and act more quickly than normal. This extra speed has several effects. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow. Invisibility:
School illusion (glamer); Level bard 2, sorcerer/wizard 2
Casting Time 1 standard action Components V, S, M/DF (an eyelash encased in gum arabic) Range personal or touch Target you or a creature or object weighing no more than 100 lbs./level Duration 1 min./level (D) Saving Throw Will negates (harmless) or Will negates (harmless, object); Spell Resistance yes (harmless) or yes (harmless, object) The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible. Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Invisibility can be made permanent (on objects only) with a permanency spell. Summon Eidolon:
School conjuration (summoning); Level summoner 2
Casting Time 1 round Components V, S, M (a silver coin) Range close (25 ft. + 5 ft./2 levels) Target one eidolon Duration 1 minute/level (D) Saving Throw none; Spell Resistance no You open a rift between dimensions that summons your eidolon. Treat this as if you had summoned your eidolon normally, except that it only remains with you for the duration of this spell. While summoned in this way, your eidolon cannot touch any creature warded by protection from evil or a similar effect and your eidolon can be sent back to its home plane by dispel magic. If you cast this spell while your eidolon is already on your plane, this spell has no effect. This spell allows you to summon your eidolon even if it has been returned to its home plane due to damage. -------------------------------------------
Dimension Door:
School conjuration (teleportation); Level bard 4, sorcerer/wizard 4
Casting Time 1 standard action Components V Range long (400 ft. + 40 ft./level) Target you and touched objects or other touched willing creatures Duration instantaneous Saving Throw none and Will negates (object); Spell Resistance no and yes (object) You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails. Greater Invisibility:
School illusion (glamer); Level bard 4, sorcerer/wizard 4
Components: V, S Target you or creature touched Duration 1 round/level (D) Saving Throw Will negates (harmless) This spell functions like invisibility, except that it doesn't end if the subject attacks. Black Tentacles:
School conjuration (creation); Level sorcerer/wizard 4
Casting Time 1 standard action Components V, S, M (octopus or squid tentacle) Range medium (100 ft. + 10 ft./level) Area 20-ft.-radius spread Duration 1 round/level (D) Saving Throw: none; Spell Resistance: no This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area. Every creature within the area of the spell is the target of a combat maneuver check made to grapple each round at the beginning of your turn, including the round that black tentacles is cast. Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke attacks of opportunity. When determining the tentacles' CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once for the entire spell effect each round and apply the result to all creatures in the area of effect. If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The black tentacles spell receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that black tentacles succeeds on a grapple check, it deals an additional 1d6+4 points of damage. The CMD of black tentacles, for the purposes of escaping the grapple, is equal to 10 + its CMB. The tentacles created by this spell cannot be damaged, but they can be dispelled as normal. The entire area of effect is considered difficult terrain while the tentacles last. |