Celeste

Zizouket's page

291 posts. Alias of jamie noone.


Race

Gnome

Classes/Levels

Sor2/Rgr1 | AC 16 T 13 FF 14 | HP 22/22 | F +4 R +4 W +3 | Init +2, Perc +7 | Arcane spell failure 15%

Gender

Male

Size

3'3" (small), 38 lbs

Age

42 (young adult)

Alignment

CG

Location

Sandpoint

Languages

Common, Gnome, Sylvan, Giant

Occupation

Gambler

Strength 8
Dexterity 14
Constitution 15
Intelligence 12
Wisdom 10
Charisma 18

About Zizouket

Loot

Zizouket
Male Gnome Fire Elemental Bloodline Sorcerer Ranger
Sor2/Rgr1
CG Small Humanoid
Init +2; Senses Perception +7
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Spells & abilities Arcane spell failure 15%
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Elemental ray 7/day 2 used
Spell-like abilities
dancing lights 1/day 0 used
flare 1/day 1 used
prestidigitation 1/day 0 used
produce flame 1/day 1 used
Level 0 unlimited
Level 1 5/day 4 used
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Potions & scrolls
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Potion CLW qty 1 1 used
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Defense
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AC 16, touch 13, flat-footed 14 (+2 dex +3 armor +1 size)
HP 22 (1d6)
Fort +4, Ref +4, Will +3
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Offense
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Speed 20 ft.
Melee dagger +2 (1d3-1, 19-20x2), +5 to hit vs goblins, +2 to damage vs goblins
Ranged +5 (2 BAB +2 dex +1 size), +8 vs goblins, +2 to damage vs goblins
Special Attacks Elemental Ray 7/day +5 (ranged touch, 1d6 fire)
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Statistics
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Str 8 (-2 racial), Dex 14, Con 15 (+2 racial), Int 12, Wis 10, Cha 18 (+2 racial)
Base Atk +2; CMB +0; CMD 12
Feats Reach spell, Spell penetration
Traits Goblin Watcher (+1 to appraise & perception & +5 to appraise most valuable item in a treasure hoard), Magical lineage (Shocking grasp) (-1 lvl adjustment when applying metamagic to this spell)

Skills Appraise (Int) +6, Bluff (Cha) +8, Fly (Dex)* (untrained), Knowledge (arcana) (Int) +5, Knowledge (dungeoneering) (Int) (untrained), Knowledge (geography) (Int) +5, Knowledge (nature) (Int) +5, Knowledge (planes) (Int) (untrained), Perception (Wis) +7, Profession: Gambler (Wis) +8, Spellcraft (Int) +5, Stealth (Dex)* +9, Survival (Wis) +4, Swim (Str)* -2, Use Magic Device (Cha) +10; ACP (already included) -1

Languages Common, Gnome, Sylvan, Giant
Other Gear studded leather (AC 3, ACP -1, arcane failure 15%; 10lbs), sling and bullets (10) (1d3/x2 B, 50ft; 2.5lbs), longspear (1d6/x3 P, reach; 4.5lbs), dagger (2gp; 1d3/19-20x2 P or S, 10ft; 0.5lbs), belt pouch (.125lbs), silk rope (50ft, 5lbs), waterskin (1lb), trail rations (4),
Obsession Log (25gp, 1lb), Cards (1sp, 1lb)
128 GP, 7 SP, 10 CP
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Special Abilities
Elemental Ray (Sp) Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 7/day
Spell-like abilities 1/day — dancing lights, flare, prestidigitation, produce flame
Spellcasting
0 (5) Acid splash, Prestidigitation, Light, Detect magic, Read magic unlimited/day
1 (2) Charm person, Shocking grasp 5/day
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Pyromaniac Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor or using the bloodline powers of the fire elemental bloodline (this ability does not give gnomes early access to level-based powers, only affecting the powers they could use without this ability). Gnomes with Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces the gnome magic and illusion resistance racial traits.
Bloodline Arcana Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
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.
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.
Keen Senses Gnomes receive a +2 racial bonus on Perception checks.
Obsessive Zizouket receives a +2 racial bonus on Profession: Gambler checks.
Favored Enemy (Ex) humanoid (goblinoid): He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Weapon Familiarity Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
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Background:
Zizouket grew up in Sandpoint. His father had been a goblin-hunter, but he was killed in a hunt when Zizouket was very young. His widowed mother makes a meager living taking in laundry, cleaning it with prestidigitation and mending torn garments with a cantrip. She had never developed her sorcery skills any further.

When he got older, Zizouket helped her dutifully during the day, but his mother could not control him in the evenings. He worked on his inherited sorcery skills on his own, and he sought out traditional gnome combat training from an older gnome in town. Though his mother pegged it on adolescent restlessness, the traditional training made him feel closer to the father he barely remembered.

He still has an incommensurate respect for goblins, since they finally killed his father. He'd often sit on Junker's Edge and study them digging through Sandpoint's trash heaps. He probably didn't learn too much about them as enemies, but he made a game of trying to predict which pieces of junk they'd pick out, and he got rather good at that (campaign trait, Goblin Watcher).

His main love, however, is card games that he'd encounter at taverns while picking up laundry for his mother. He'd often deliver the clean laundry to one of the taverns last on his rounds, and then stick around to help them prepare for the evening before it got too busy. The generous (unpaid) help earned him enough goodwill from the barkeep to let him hang out to watch the games (from a distance, of course). He'd make notes about the game on scraps of paper to ask the barkeep later. That's how he learned the basics, but then he had to study the games and his notes himself to learn more complex strategies. (obsessive: profession gambler & obsession log)Soon, Zizouket was setting up his own games with the other teenagers, starting with betting peanuts or candies, and then to coppers. He started making his own forays down to the trash heap to recover and sell pieces to save enough gold for his first stake. He began playing in the real games in the Sandpoint taverns, and has never looked back. (Though he does still help his mother collect and deliver the laundry during the day.)

Skill ranks:

lvl1: 4 = 2 +1 int +1 fav class
lvl2: 7 = 6 +1 int
lvl3: 4 = 2 +1 int +1 fav class
Appraise (Int) 1
Bluff (Cha) 1
Climb (Str)
Fly (Dex)
Handle Animal (Cha)
Heal (Wis)
Knowledge (arcana) (Int) 1
Knowledge (dungeoneering) (Int)
Knowledge (geography) (Int) 1
Knowledge (nature) (Int) 1
Perception (Wis) 1
Profession: Gambler (Wis) 3
Ride (Dex)
Spellcraft (Int) 1
Stealth (Dex) 1
Survival (Wis) 1
Swim (Str)
Use Magic Device (Cha) 3

Possible feats:

lvls 1, 3, 3*, 6, 9, 9*, 12, 15, 15*, 18 = 10
#* = denotes ranger or sor bonus feat
* = denotes definitely take
@ = maybe take
- = maybe don't take
-PBS
-Precise shot (3*)
-Arcane armor mastery
*Heighten spell
*Quicken spell
*Empower spell (15*)
-Intensified spell
Dazing spell
Piercing spell
-Reach spell
*Spell penetration
*Greater spell penetration
@Weapon focus (ray)
*Improved initiative (9*)
*Perfect spell (18?)
-Spell focus (necro?)
-Gr. spell focus

Interesting thread

Possible spell progression:

Spells:
lvl1
0-acid splash (conjure, 25+5ft/2lvls, 1d3, no save, no sr)
0-prestidigitation
0-light
0-detect magic
1-color spray (illusion, 15ft cone, up to 4 HD, will neg, sr)
1-charm person (enchant, 25+5ft/2lvls, will neg, sr)
lvl2
0-read magic
lvl3
1-grease (conjure, 25+5ft/2lvls, 10ft sq, reflex save, no sr)
*1-burning hands (evo, 15ft cone, 1d4-5d4, reflex half, sr)
lvl4
0-message
2-blindness/deafness (necro, 100+10ft/lvl, fort neg, sr)
*retrain color spray to vanish (illusion)
lvl5
1-ray of sickening (necro, 25+5/2lvls, fort neg, sr)
2-glitterdust (conjure, 100ft+10/lvl, will neg blinding, no sr)
*2-scorching ray (evo, ray, 4d6-12d6, no save, sr)
lvl6
0-Ghost sound (illusion, will disbelief, no sr)
3-Haste (transmut, 1 rnd/lvl, 1 creature/lvl)
lvl7
1-Enlarge person (transmut, 1min/lvl, 25ft+5ft/2lvls)
2-Hideous Laughter (enchant, 25+5ft/2lvls, will neg, sr)
3-slow (transmut, 1 rnd/lvl, 1 creature/lvl, will neg, sr)
*3-prot/energy (10min/lvl)
lvl8
0-mage hand
4-black tentacles (conjure, no save, no sr)
lvl9
2-Gust of wind (evo, fort neg, sr)
3-fly (transmut, 1 min/lvl)
4-dimension door
*4-elem body I (1min/lvl)
lvl10
0-Bleed (necro, will neg, sr)
5-Hold monster (enchant, will neg, sr)
lvl11
2-Rope trick
3-fireball (evo, reflex half, sr)
4-Greater invisibility
5-cloudkill
*5-elem body II (1min/lvl)
lvl12
6-
lvl13
4-
5-
6-
*6-elem body III (1min/lvl)
lvl14
7-
lvl15
5-
6-
7-
*7-elem body IV (1min/lvl)
lvl16
8-
lvl17
7-
8-
*8-summon monster VIII (elementals only)
lvl18
9-

Touch spells:

1-shocking grasp (evo, 1d6-5d6, no save, sr)
2-touch of idiocy (enchant, 1d6 penalty to wis, int, cha; no save, sr)
2-ghoul touch (necro, paralyze 1d6+2 rounds, fort neg, sr)
3-vampiric touch (necro, take 1d6/two caster lvls of hp from enemy, no save, sr)
4-Bestow curse (necro, -4 to attack & saves or -6 to attributes, will negates, sr)

Verbal components:

to Basque, through Google translate
Acid splash "azido harrerako"
Fire splash "su-harrerako"
Detect magic "magia agerian"
Prestidigitation "trikimailu"
Light "argia"
Shocking touch "hunkigarriak ukitu"
Shocking reach "hunkigarriak eskura"
Fiery touch "atsegina ukitu"
Fiery reach "surezko eskura"
Charm person "errespetatzen giza"

Level 2 level-up:

Sor2
+6 hp
+1 BAB
+1 Will
+cantrip read magic
+1 lvl-1 per day

or UrbRgr1
+8 hp
+1 BAB
+2 Reflex
+2 Fort
+Favored enemy: goblin
+disable device
+knowledge: local
+track
+wild empathy
+light armor proficiency
+martial weapons proficiency

or Rgr1
+8 hp
+1 BAB
+2 Reflex
+2 Fort
+Favored enemy: goblin
+7 skill points
+track
+wild empathy
+martial weapons prof
+light armor prof

Level 3 level-up:

Sor2
+6 hp
+1 BAB
+1 Will
+cantrip read magic
+1 lvl-1 per day
+4 skill points
Knowledge (arcana) (Int) +1
Knowledge (geography) (Int) +1
Profession: Gambler (Wis) +1
Use Magic Device (Cha) +1
+1 feat (Spell penetration)

NPCs:

Runar: friend of father's, ranger trainer