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 =
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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
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Total = base +Mod +magic +misc
Fortitude: +2 = 1 +1
Reflex: +7 = 1 +4 +2 (weasel)
Will: +4 = 4 0
- saving throw +2 vs. illusions
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- 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
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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
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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, 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
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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:
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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
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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)
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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)
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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)
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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