Kolmarr Whitehorn

Last Updated: December 17, 2013

class:		Illusionist			race:		gnome (rock)
level:		5				alignment:	chaotic evil
xp:		12,451				deity:		Cyric

size:	S	age:	71	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

			Temp HP: 23 +1d10 =
====================================================================================
STR:	 8	-1	HP: 	18			Speed:	30 ft (quick)
DEX:	18	+4	AC:	16/20/24     (none/mage armor/shield)				
CON:	12	+1	= 10   + 0(4)  + 0(4)   + 4   + 1    + 0   + 1       + 0
INT:	18	+4	  base + armor + shield + dex + size + nat + deflect + misc
WIS:	10	 0	AC touch:	16/16/16
CHA:	10	 0	AC flat-footed: 12/16/20	Initiative:	+4
							Base Attack:	+2

			- AC dodge bonus = +4 vs giants

====================================================================================
		Total	= base	+Mod	+magic	+misc
Fortitude:	+2	= 1	+1		
Reflex:		+7	= 1	+4		+2	(weasel)	
Will:		+4	= 4	 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	+3	1d4-1	x2		10 ft	B	darkwood
		+8 (thrown)

small light crossbow, darkwood	   
		+8	1d6	19-20/x2	80 ft	P	cold iron bolts
			1d6-1					silver bolts

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 = 5 hours
Shield scroll   shield  +4      n/a	n/a	n/a	n/a	n/a	dur = 10 rounds


====================================================================================
SKILLS: Total = 49	max = 8/4	Ability	Mod	Ranks	Misc
+4	appraise                        INT	+4		
+4	balance				DEX	+4		+0 armor
+0	bluff				CHA	+0		
-1	climb				STR	-1		+0 armor
+10	concentration			CON	+1	8	+1 skullcap
+4	craft				INT	+4		
+14	craft, alchemy			INT	+4	8	+2 gnome
+6	decipher script			INT	+4	2	
-1	diplomacy			CHA	+0		-1 suspicious
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
-1	intimidate			CHA	+0		-1 suspicious	
-1	jump				STR	-1		+0 armor		
+12	knowledge, arcana		INT	+4	8
+9	knowledge, architect/engineer	INT	+4	5
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	1
no	knowledge, the planes		INT	+4	1
+5	listen				WIS	+0	1cc	+2 gnome/+2 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		
+6	search, secret doors            INT	+4	"       & +2 architect/engineer
+1	sense motive			WIS	+0		+1 suspicious
no	sleight of hand			DEX	+4		+0 armor			
+14	spellcraft			INT	+4	8	+2 arcana
+16	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,   caster level = 1, DC = 10, 3/day
- cast ghost sound, 	 caster level = 1, DC = 10, 3/day
- cast prestidigitation, caster level = 1, DC = 10, 3/day


Magic in the Blood: Regional Feat (1st level bonus 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: "Ghost" weasel (see below for stats)
- alertness (listen = +2 skill, spot = +2 skill)
- bestow +2 reflex saving throw bonus


Extend Spell: metamagic (3rd level bonus feat)
- spell slot level = +1
- double the spell's duration


Silent Spell (metamagic 5th level wizard bonus feat)
- spell slot level = +1
- no verbal component


Quick (trait)
- base land speed = +10 ft
- hitpoints/level = -1 hp


Suspicious (trait)
- sense motive checks = +1
- diplomacy checks and intimidate checks = -1


=============================================================================
GNOME SPELLS
   DC
0: 10	dancing lights, dancing lights, dancing lights
	ghost sound, ghost sound, ghost sound	
	prestidigitation, prestidigitation, prestidigitation

WIZARD SPELLS  
0: 4+i  1: 4+i   2: 3+i  3: 2+i  4: 0  5: 0  6: 0  7: 0  8: 0  9: 0

   DC
0: 14	acid splash, daze, detect magic, ghost sound (i), resistance
1: 15	chill touch, color spray (i), mage armor, ray of enfeeblement, sleep
2: 16	false life, invisibility(i), Melf's acid arrow, mirror image(i)
3: 17   deep slumber, deep slumber, major image(i)

(i) DC of illusion spells = +1

Pearl of Power: recall one 1st level spell


KOLMARR'S SPELLBOOK: Level 0 and Level 1 Spells (28/100 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 = 17 pages       
  (2/5) Abjur:   alarm, shield                                         
  (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 (16/100 pages)
- evocation and transmutation prohibited
  (1/4) Abjur:  resist energy                                          
  (1/6) Conj:   Melf's acid arrow  
  (1/3) Div:    see invisibility
  (0/3) Ench:                    
  (3/8) Illus:	invisibility, Leomund's trap, mirror image 
  (2/6) Necro:	command undead, false life

KOLMARR'S SPELLBOOK #3: Level 3 Spells (9/100 pages)
- evocation and transmutation prohibited
  (0/5) Abjur:                                            
  (0/5) Conj:     
  (1/3) Div:    clairaudience/clairvoyance
  (1/5) Ench:   deep slumber                 
  (1/4) Illus:	major image 
  (0/4) Necro:	


==============================================================================
GEAR	Total WT= 6.5 (+5) = 11.5
	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:	  Arcane Skullcap (100 gp)
		  	- grant +1 competence bonus to Concentration checks
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:	  OPEN SLOT
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
		- small bolts x10
		- small cold iron bolts x0
		- small silver bolts x0
0.75	small darkwood club (315 gp)
2	spell component pouch
1	potion belt (6/6 vials)
                - Potion of Clairaudience/Clairvoyance: CL = 15 (0 gp)
                  - becomes non-magical vial of water after 1 hour
                    once removed from magic scrying pool
		- Potion of Cure Light Wounds: 1d8+1 (50 gp); x2
		- Potion of Cure Moderate Wounds: 2d8+3 (300 gp)
		- Potion of Fly (750 gp)
		- vial of black ink
0.125	small belt pouch
0		- inkpen
0		- flint and steel
0.125	small belt pouch
1		- COINS
0       Figurine of Wondrous Power: Serpentine Owl (9,100 gp)
0 	Pearl of Power (1,000 gp)
		- recall one 1st level spell
0	Wand of Color Spray (15 gp/charge = 105 gp)
		- DC=11, charges = 7
		- command word "Tel-Mythquel"
0	Wand of Hold Person (90 gp/charge = 540 gp)
		- DC=14, charges = 6
		- command word "Stay Still!"
5	Heward's Handy Haversack (2,000 gp)
	- Red Wizards/Scardale mark
	- retrieving any item is a move action; no attacks of opportunity
	- left side pouch (20 lbs max: 3.5 lbs used)
		1	- small waterskin (full)
		2.5	- small trail rations, 10 days
		0	- candles (x10)
	- right side pouch (20 lbs max: 0.5 lbs used)
		0.5	- scroll case
		0	- 10 sheets of paper
		0	- chalk (x4)
	- main central pack (80 lbs max: 9 lbs used)
		3	- Kolmarr's Spellbook #1
		3	- Kolmarr's Spellbook #2
		3	- Kolmarr's Spellbook #3
		0	- Arcane Scroll: shield - CL=1 (25 gp) x2
		0	- Arcane Scroll: disrupt undead - CL=1 (12.5 gp) x4
		0	- Arcane Scroll: read magic - CL=1 (12.5 gp)
		0	- Arcane Scroll: resistance - CL=1 (12.5 gp)


0	"Muggles", warpony


==============================================================================
TREASURE		wooden unholy symbol: Cyric (1 gp)
pp = 			signet ring: same as arcane mark (5 gp)
gp = 9			uncut chunk of jade (25 gp)
sp = 9			gold necklace (75 gp)
cp = 5 			gem (100 gp) x4
			gem (50 gp)


==============================================================================
IN ROOM:		
pp = 30
gp = 400 
sp = 
cp = 

small bedroll (0.1 gp) x2		flint and steel (1 gp)
small winter blanket (0.5 gp)		quiver & 1 small bolts
small trail rations, 10 days (5 gp)	
small waterskin, full (1 gp)		
waterskin, full (1 gp)


==============================================================================
ESCAPE PACK (wt = 11 lbs; value = 98.1 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)
0.5		- quiver & small bolts x10 (1 gp)


==============================================================================
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