Bard

Zord Rupercog's page

4 posts. Alias of RelicBlackOUT.


Full Name

Zord Rupercog

Race

Gnome

Classes/Levels

Sorcerer (Arcane Bloodline) 1

Gender

Male

Size

Small, 3ft 7 in, 42 lbs

Age

55 years old

Special 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.

Alignment

CN

Languages

Gnome, Common, Sylvan, Draconic

Occupation

Grifter

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

About Zord Rupercog

BAB:0 Fort: 2 Ref: 1 Will: 2

Skills:

5 = 2 + 2int + 1 Favorite Class
(Total=Rank+Stat+Class+Misc.)
Bluff 11=1+4+3+3(familiar)
K-Arcana 6=1+2+3,
Perception 4=1+0+0+2(gnome)
Spellcraft 6 =1+2+3,
Stealth 6=0+2+0+4(gnome)
UMD 8=1+4+3

Spells:

Spells Per Day: 1-lvl 4 = 3+1(Stat Bonus)
Spells Known: 0-lvl (4 Spells) Acid Splash, Daze, Detect Magic, Ghost Sound, Light
1-lvl (2 Spells) Grease, Silent Image

Class Features:
Bloodline Powers

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. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.

Bloodline Spells by Level:
identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th).

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.

Familiar:
Going with the viper +3 to bluff checks

Feats:
Eschew Materials Sorcerer bonus 1st level:
You can cast many spells without needing to utilize minor material components.
Benefit: 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.

1st Level Feat:

Standard Racial Traits:

Type: Gnomes are Humanoid creatures with the gnome subtype.
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.

DEFENSE RACIAL TRAITS
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.

FEAT AND SKILL RACIAL TRAITS
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.

MAGICAL RACIAL TRAITS
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.

OFFENSE RACIAL TRAITS
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.

SENSES RACIAL TRAITS
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Personality:

Zord likes to have a good time and is a natural trickster. This has found him in trouble from time to time, but combine his quick thinking and smooth tongue he is able to get out of most situations.

Zord is relentlessly loyal to his friends and cohorts. When you become a friend to Zord you are a friend for life. As loyal as he is to those people, It is the ones who have broken the bonds of trust that should question his motives.

Background:

For as long as Zord can remember he has been on his own. Abandoned at a young age he has come to rely on his charm and whits to get him through life. Zord has been a traveler of the world calling no single location a home.

Some might call him a grifter or a con-man, others may call him an opportunist. He talks himself up and sells his “services” to people that take advantage of the little guy... no pun intended. And makes off with enough to get him to the next town or village before they realize the wool has been pulled over their eyes.

Equipment:

Gold: 120
Silver: 0
Copper: 0

Carrying Capacity:
Light: 26 lbs. or less Medium: 27–53 lbs. Heavy: 54–80 lbs.