Kolmarr Whitehorn

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		


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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


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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)


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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