Balazar

Zeek Gladstone's page

37 posts. Organized Play character for Leper.


Full Name

Zeek Gladstone

Race

gnomish illusionist 3rd | HP 23/23 | AC 13, FF 11, T 13 | F +3 R +5 W +4 | Init. +4 | Per. +8 | CMB -2 | CMD 10 | Speed 20ft | X-Bow +4 (1d6) | Blinding Ray: Touch +4 (Blind or dazzle)

Classes/Levels

Wizard - lvl 3

Gender

male

Size

small

Age

42

Alignment

N

Strength 7
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 10
Charisma 12

About Zeek Gladstone

Gnome Wizard (Illusionist) 3
Favored class: Wizard

Primary Stats (15 pt buy)
Str 7
Dex 14
Con 14
Int 16
Wis 10
Cha 12

Size: small
Speed: 20
Initiative: +4

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DEFENSE
AC: 13 (Touch 13, FF 11)
HP: 23
CMB: -2 CMD:10
Saves: Will +4 (+6 vs. illusions)/Fort +3/Ref +3 (+5 with familiar)

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OFFENSE
BAB: +1
Dagger: +0 (1d3-2)
Lt Crossbow: +4 (1d6)
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Traits:
Reactionary (+2 to Init)
Animal Friend (+1 Will Save w/ animal nearby - included in Will save - and Handle Animal is a class skill)
Avid Reader: Choose one Knowledge skill. You can always choose to take 10 on checks with the chosen Knowledge skill, even when distracted or threatened. Zeek's chosen knowledge skill is knowledge (arcana).

Feats: Scribe Scroll, Spell Focus (Illusion), Alertness (with familiar)

Prohibited Schools: Abjuration and Enchantment

Skills:

Handle Animal +6
Knowledge(arcana) +9
Knowledge(dungeoneering)+7
Knowledge(geography)+7
Knowledge(local)+7
Knowledge(nature)+8
Knowledge(religion)+7
Linguistics +7
Spellcraft +9
Perception +6 (+8 with familiar)

Languages: Common, Gnome, Sylvan, Draconic, Dwarven, Giant, Terran

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.
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. See the Linguistics skill page for more information about these languages.
*Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
*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.
*(Alternate)Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill (arcana in this case). 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, 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.
*Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
*Low-Light Vision

Class abilities:

Extended Illusions (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.

Blinding Ray (Sp): As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Spells:
0:Ghost Sound, Disrupt Undead, Detect Magic, Light
1:Color Spray x2 [DC Will 16], Silent Image, Shocking Grasp
2:Blindness [DC Fort 15], Detect Thoughts, Invisibility

Spellbook:
1st: Color Spray, Disguise Self, Identify, Mage Armor, Magic Missile, Ray of Enfeeblement, Shocking Grasp, Silent Image
2nd: Blindness, Command Undead, Detect Thoughts, Invisibility
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Equipment:
Dagger (2gp)
Light Crossbow (35 gp)
15 regular crossbow bolts and 5 alchemical silver bolts (11.5 gp)
Scroll of Disguise Self (12.5 gp)
Two Scrolls of Magic Missile(caster level 3) (75gp)
Scroll of Summon Monster II (150 gp)
Scroll of Silent Image (12.5 gp)
Potion of Cure Light Wounds x2 (100 gp)
Potion of Mage Armor (50 gp)
Smokestick (20 gp)
Thunderstone (30 gp)
Flask of Holy Water (25 gp)
Flask of Alchemist Fire (20 gp)
Sunrod x2 (4 gp)
Crystal of Light (holds a light or dancing lights cantrip for 24 hours)

Mundane Equipment:

Backpack (2 gp)
Bedroll (1 sp)
Traveler's Outfit (1 gp)
Hunk of cheese (1 sp)
Trail Rations, 20 days (10 gp)
Waterskin (1 gp)
Empty Sack (1 sp)
One book, An Anatomy of the Dark Arts

Money:

53 gp

9 cp
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Background,Personality, and Appearance:

APPEARANCE
Zeek has naturally good looks. He has stark green eyes with well-proportioned, angular facial features. But his shaggy auburn hair and unkempt beard demonstrates little vanity. And his pale complexion and thin frame is a consequence of how much time he spends with his nose buried in a book. He plainly lacks any sense of style, typically opting for baggy, unmatched clothes with a worn, grey cloak and hood.

PERSONALITY

Zeek is notably bookish, especially for a gnome. He is soft spoken and his humor often has a morbid bent to it.

Throughout his childhood, Zeek was ridiculed as a consequence of his introverted personality and strange interests. He now distrusts people and is happy to avoid meeting new people. His history of failure in pursuing romantic relationships has left him cynical about any more attempts and an awkward mess when speaking to an attractive female. He now loves animals more than people, and is consequently a strict vegetarian.

He loves books and reading is undoubtedly his favorite past time. He is always carrying some leisure reading with him and is known for breaking out a book at even inappropriate times (he read a book during his father's funeral, although only those closest to him recognize that as his manner of coping). He also has a soft spot for wine (but beer and ale are filthy and disgusting beverages) and thinks of himself as a bit of a connoisseur (although he's not above indulging in even low quality wines).

BACKGROUND

Raised by an illusionist father at home, everyone expected Zeek to follow in his footsteps, which he has. While Zeek shares his father's passion for the arcane arts, what is not well-known is that his father fought Zeek's natural inclination toward necromancy. Although he specialized in illusionary magic, he has an equal love for the magic of unlife.

Raised on the outskirts of Magnimar, he moved into the city upon reaching adulthood (shortly after his father died to natural causes) to pursue his love of books and knowledge. Relying on his intellect, magical talents, and his natural gnomish observational capacity, he has survived out of a common apartment as a sporadic private investigator and freelance magician.

His one true companion is his familiar, Clepto, although he also spends much of his home life snuggled with his two cats, a stoic fat tabby named Golem and a youthful black cat named Mouser. As for people, his personal relationships beyond his family (mother and two young siblings) do not extend far beyond the personnel at the closest bookstores and libraries.

Clepto the Ferret Familiar:

Name: Clepto

Init +2; Senses low-light vision, scent; Perception +1

DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 11 (3d6)
Fort +2, Ref +4, Will +4

OFFENSE
Speed 20 ft., climb 20 ft.
Melee bite +5 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Base Atk +1; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14; Racial Modifiers +4 Stealth, +8 Acrobatics

SPECIAL ABILITIES
Evasion
Attach (Ex) When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.

PERSONALITY
Clepto appears to be a ferret of the standard variety - about a foot long with a brown coat, white "mask." She displays unfathomable flexibility and remarkable curiosity, using her natural stealthiness to engage in regular petty thefts of objects that weasels might love - chewy things, food items, and shiny trinkets. Animal lovers (like Zeek) find her sticky paws to be endearing. Others find it to be annoying.