Last Updated: May 29, 2009
class: Illusionist race: gnome (rock) level: 2 alignment: chaotic evil xp: 2,730 deity: Cyric size: S age: 69 gender: male height: 3'5" eyes: brown hair: red skin: white weight: 45 lbs Campaign: Cyric's Squad Home Region: Thesk Languages: Gnome (native), Aglarondon (auto), Damaran, Draconic, Goblin, Orc ==================================================================================== STR: 8 -1 HP: 9 Speed: 20 ft DEX: 17/18 +3/+4 AC: 16/20 CON: 12 +1 = 10 + 0(4) + 0 + 4 + 1 + 0 + 1 + 0 INT: 18 +4 base + armor + shield + dex + size + nat + deflect + misc WIS: 10 0 AC touch: 16/16 CHA: 10 0 AC flat-footed: 12/16 Initiative: +4 Base Attack: +1 - AC dodge bonus = +4 vs giants ==================================================================================== Total = base +Mod +magic +misc Fortitude: +1 = 0 +1 Reflex: +6 = 0 +4 +2 (weasel) Will: +3 = 3 0 - saving throw +2 vs. illusions ==================================================================================== - hit +1 vs. goblinoids and kobolds - hit +1 size bonus (included) Attack Bonus Damage Critical Range Type Notes ------------ ------ ------ -------- ----- ---- ----- small club +2 1d4-1 x2 10 ft B wood darkwood (+7 thrown) small light +7 1d6 19-20/x2 80 ft P cold iron crossbow, darkwood 1d6-1 silver Protective AC Max Check Spell Item Type bonus Dex penalty Failure Speed WT Notes ------------- ---- ----- ---- ------- ------- ----- --- ------ Mage Armor armor +4 n/a n/a n/a n/a n/a dur = 2 hours ==================================================================================== SKILLS: Total = 30 max = 5/2 Ability Mod Ranks Misc +4 appraise INT +4 +4 balance DEX +4 (+0 armor) +0 bluff CHA +0 -1 climb STR -1 (+0 armor) +6 concentration CON +1 5 +4 craft INT +4 +11 craft, alchemy INT +4 5 (+2 gnome) +6 decipher script INT +4 2 +0 diplomacy CHA +0 no disable device INT +4 +0 disguise CHA +0 +4 escape artist DEX +4 (+0 armor) +4 forgery INT +4 +0 gather information CHA +0 no handle animal CHA +0 +0 heal WIS +0 +9 hide DEX +4 1cc (+4 small/+0 armor) +0 intimidate CHA +0 -1 jump STR -1 (+0 armor) +9 knowledge, arcana INT +4 5 no knowledge, architect/engineer INT +4 no knowledge, dungeoneering INT +4 no knowledge, geography INT +4 no knowledge, history INT +4 no knowledge, local INT +4 no knowledge, nature INT +4 no knowledge, nobility/royalty INT +4 no knowledge, religion INT +4 no knowledge, the planes INT +4 +5 listen WIS +0 1cc (+4 gnome/weasel) +5 move silently DEX +4 1cc (+0 armor) no open lock DEX +4 +0 perform CHA +0 no profession WIS +0 +4 ride DEX +4 +4 search INT +4 +0 sense motive WIS +0 no sleight of hand DEX +4 (+0 armor) +11 spellcraft INT +4 5 (+2 arcana) +13 spellcraft, learn illusion INT +4 " (+2 illusionist) +3 spot WIS +0 1cc (+2 weasel) +0 survival WIS +0 -1 swim STR -1 (+0 armor x2) no tumble DEX +4 (+0 armor) no use magic device CHA +0 (+2 w. scrolls) +4 use rope DEX +4 n/a speak languages n/a 0 cc ============================================================================= SPECIAL ABILITIES / FEATS Armor: none Shields: none Weapons: club, dagger, quarterstaff, crossbow (light, heavy) Gnome: STR-2, CON+2 - small: AC+1, hit = +1, hide = +4, speed = 20 ft, lift = x3/4, use small weapons - low-light vision - gnome hooked hammer can be used as a martial weapon - saving throw +2 vs. illusions - DC of illusion spells = +1 - hit +1 vs. goblinoids and kobolds - AC dodge bonus = +4 vs giants - craft (alchemy) = +2, listen = +2 - speak with burrowing mammal = 3/day - cast dancing lights 3/day, caster level = 1, DC = 10 - cast ghost sound 3/day, caster level = 1, DC = 10 - cast prestidigitation 3/day, caster level = 1, DC = 10 Magic in the Blood: Regional Feat - spell like abilities can be used 3/day Wizard Specialization: Illusionist - prohibited schools = evocation, transmutation - bonus illusion spell / spell level capability - learn illusion spells = spellcraft +2 Scribe Scroll Summon Familiar: weasel (see below for stats) - alertness (listen = +2 skill, spot = +2 skill) - bestow +2 reflex saving throw bonus ============================================================================= WIZARD SPELLS 0: 4+i 1: 3+i 2: 0 3: 0 4: 0 5: 0 6: 0 7: 0 8: 0 9: 0 0: 14 acid splash, daze, detect magic, *ghost sound (i), resistance 1: 15 charm person, *color spray (i), mage armor, ray of enfeeblement * DC of illusion spells = +1 Pearl of Power (level 0): recall one 0-level prepared spell/day KOLMARR'S SPELLBOOK: Level 0 and Level 1 Spells (27/100 pages) - evocation and transmutation prohibited Level 0 = 11 pages (1/1) Abjur: resistance (1/1) Conj: acid splash (3/3) Div: detect poison, detect magic, read magic (1/1) Ench: daze (1/1) Illus: ghost sound (2/2) Necro: disrupt undead, touch of fatigue (2/2) Univ: arcane mark, prestidigitation Level 1 = 16 pages (1/5) Abjur: alarm, (4/6) Conj: mage armor, mount, summon monster I, unseen servant (3/5) Div: comprehend languages, detect undead, identify (2/3) Ench: charm person, sleep (4/5) Illus: color spray, disguise self, Nystul's magic aura silent image (2/3) Necro: chill touch, ray of enfeeblement KOLMARR'S SPELLBOOK #2: Level 2 Spells (8/100 pages) - evocation and transmutation prohibited (1/4) Abjur: resist energy (0/6) Conj: (1/3) Div: see invisibility (0/3) Ench: (1/8) Illus: invisibility (1/6) Necro: command undead KOLMARR'S SPELLBOOK #3: Level 3 Spells (3/100 pages) - evocation and transmutation prohibited (0/5) Abjur: (0/5) Conj: (1/3) Div: clairaudience/clairvoyance, (0/5) Ench: (0/4) Illus: (0/4) Necro: ============================================================================== GEAR Total WT= 7.0 (+13) = 20 load: light = 20 medium = 40 heavy = 60 NOTE: all equipement is "small" WT Item --- --------------------- 0 traveler's outfit 0 wooden unholy symbol: Cyric (1 gp) 0 signal whistle (on cord around neck) 0 HEAD: OPEN SLOT 0 FACE: OPEN SLOT 0 THROAT: OPEN SLOT 0 SHOULDER: OPEN SLOT 0 BODY: OPEN SLOT 0 TORSO: OPEN SLOT 0 WAIST: OPEN SLOT 0 FEET: OPEN SLOT 0 ARMS: OPEN SLOT 0 HANDS: Gloves of Dexterity +1 (1,000 gp) - grant +1 enhancement bonus to Dexterity - Red Wizards/Scardale mark 0 RING1: Ring of Protection +1 (2,000 gp) - provides a +1 deflection bonus to AC 0 RING2: OPEN SLOT 0 SHIELD: OPEN SLOT 1 small light darkwood crossbow, masterwork (355 gp) 0.5 quiver & 5 small cold iron bolts & 5 small silver bolts 0.75 small darkwood club (315 gp) 2 spell component pouch 1 potion belt (1/6 vials) 0 - vial of black ink 0.125 small belt pouch 0 - inkpen 0 - flint and steel 0.125 small belt pouch 1 - COINS 0 Pearl of Power: level 0 (500 gp) - recall one 0-level arcane/divine prepared spell/day 0.5 scroll case 0 - 10 sheets of paper 0 Wand of Color Spray (225 gp) - DC=11, charges = 15 0 - command word "Tel-Mythquel" 0.5 small backpack 3 - Kolmarr's Spellbook #1 3 - Kolmarr's Spellbook #2 3 - Kolmarr's Spellbook #3 1 - waterskin (full) 2.5 - trail rations, 10 days 0 - candles (x10) 0 - chalk (x4) ============================================================================== TREASURE wooden unholy symbol: Cyric (1 gp) cp = signet ring: same as arcane mark (5 gp) sp = 8 gp = 27 pp = ============================================================================== IN ROOM: cp = sp = gp = pp = small bedroll (0.1 gp) x2 flint and steel (1 gp) small winter blanket (0.5 gp) quiver & 28 small bolts small trail rations, 10 days (5 gp) small waterskin, full (1 gp) ============================================================================== ESCAPE PACK (wt = 10.5 lbs; value = 97.1 gp) 0.5 small backpack (2 gp) 2 - small explorer's outfit (10 gp) 2.5 - small trail rations, 10 days (5 gp) 1 - small waterskin, full (1 gp) 1.25 - small bedroll (0.1 gp) 0.125 - small belt pouch (1 gp) 0 - flint and steel (1 gp) 0.125 - small belt pouch (1 gp) 1 - COINS: 50 gp 1 - sunrod (2 gp) 0.5 - small dagger (2 gp) 0.5 - small silver dagger (22 gp) ============================================================================= "Ghost" Weasel Familiar: tiny animal, magical beast, AL = chaotic evil HD = 2, hp = 4, Init = +2, Spd = 20 ft, climb 20 ft AC = 15, touch AC = 14, flat-foot AC = 13 (+2 size, +2 dex, +1 nat) space/reach = 2.5 ft/0 ft, base attack/grapple = +0/-12 Atk = bite: +4 melee (1d3-4) full attack = bite: +4 melee (1d3-4) STR = 3, DEX = 15, CON = 10 , INT = 6 , WIS = 12, CHA = 5 Fort = +2, Ref = +4, Will = +4 Feats = weapon finesse Skills = Better of Master's ranks or Familiars ranks for all skills. balance Dex+8 = +10, climb Dex+8 = +10 (always take 10), hide Tiny(+8)+Dex = +11 move silently 2+Dex+4 = +8, spot 2+Wis = +3 SQ: low-light vision, scent, attach (MM p282, bite damage/turn, no dex to AC) improved evasion (no damage with ok reflex save) share spells (5 ft), grant alertness to master, empathic link ============================================================================= "Muggles" War Pony: medium animal, AL = neutral HD = 2, hp = 13, Init = +1, Spd = 40 ft, AC = 13, touch AC = 11, flat-foot AC = 12, space/reach = 5 ft/5 ft, base attack/grapple = +1/+3 Atk = hoof: +3 melee (1d3+2) full attack = 2 hooves: +3 melee (1d3+2/1d3+2) STR = 15, DEX = 13, CON = 14 , INT = 2 , WIS = 11, CHA = 4 Fort = +5, Ref = +4, Will = +0 Feats = endurance Skills = listen +5, spot +5 SQ: low-light vision, scent Tricks (6/6): Purpose = combat riding (attack, come, defend, down, guard, heel) Carrying Capacity: drag = 1,125 lbs - light load = 75 lbs (40 ft; run x4) - medium load = 150 lbs (30 ft; run x4) - heavy load = 225 lbs (30 ft; run x3) Equipment wt (1b) equipment ------- --------- 45 rider 20 rider's gear 30 military saddle - grants +2 circumstance bonus to ride checks to stay in saddle, if knocked unconscious 75% to stay. 1 bit and bridle 8 saddlebags ----- 104 = medium load (30 ft; run x4) ============================================================================== SPECIAL NOTES: prestige class = shadow adept ? - knowledge arcana 8, spellcraft 8, - shadow weave magic (Wis 15), 1 metamagic feat, cast 3rd level arcane spells prestige class = loremaster ? - knowledge 1 = 10, knowledge 2 = 10, skill focus (knowledge) - 3 metamagic or item creation feats, cast 7 divination spells: 1 is 3rd level wants to get - heward's handy haversack