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User:Askewnotion/PCs/Gnosis

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Gnosis
Focused Diviner (ECL 1)
Race: Kelekene Elorii (Fire Elorii)
Alignment: CG | Size: M
Patron Deity: Mârok, Osalían, Keleos, Beröe, Belisarda
Abilities Str 8 -1 | Dex 14 +2 | Con 12 +1 | Int 18 +4 | Wis 10 +0 | Cha 15 +2 | AP 5

Defense

AC: 12{16} / Touch: 12, Flatfooted: 10{14}
(+2 Dex, {+2 mage armor})

HP: 9 (Bloodied 4) / HD: 1d4+1+3+1

Initiative: +2 / Speed: 30'

Fort: 1 / Reflex: 2 / Will: 2

Attacks

  • Touch -1 Ranged Touch +2

Space/Reach: 5 ft./5 ft. Base Attack: +0

Feats

  • 1st: Still Spell (PHB, p101)
    A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell’s actual level.
  • Wz1: Scribe Scroll (PHB, p178)
    You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.

Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.

Skills

ACP = -0

Strength 8 -1
  • Athletics (2 ranks)
Climb +1
Jump +1
Swim +1
Intelligence 18 +4
  • Inspect (0 ranks)
Appraise
Search
  • Linguistics (1 ranks)
Decipher Script +5
Forgery +5
  • Mechanics (0 ranks)
Disable Device
Open Locks
  • Spellcraft (4 ranks)
Psicraft
Spellcraft +8
Other
Languages:Eloran, Low Coryani, High Coryani, Ssethric, and Altharin (Ancient Imperial)
Dexterity 14 +2
  • Acrobatics (1 ranks)
Balance +3
Tumble +3
  • Legerdemain (0 ranks)
Escape Artist
Sleight of Hand
  • Stealth (1 ranks)
Hide +3
Move Silently +3
Wisdom 10 +0
  • Heal (0 ranks)
  • Notice (3 ranks)
Listen +5 (+2)
Spot +5 (+2)
Gather Information +4
Sense Motive +1
  • Survival (0 ranks)
Survival +1 (+1)
Use Rope
Constitution 12 +1
  • Concentration (4 ranks)
Autohypnosis +5
Concentration +5
Charisma 16 +3
  • Animals (0 ranks)
Handle Animal
Ride
  • Deception (2 ranks)
Bluff +5
Disguise +5
  • Influence (0 ranks)
Diplomacy
Intimidate (+2)
Use Magic Device
Use Psionic Device
Knowledges +4

Special Abilities

Racial

  • Immortality: Elorii do not age after reaching maturity, but they do continue to grow. An Elorii adds about one foot of height for each thousand years of life. Elorii cannot die from natural aging.
  • Immunities: Elorii are immune to sleep and non-magical diseases. They require two hours of uninterrupted meditation every night. Elorii spellcasters require four hours of uninterrupted rest to regain their daily allotment of spell slots.
  • Low-light Vision: Elorii can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and details under these conditions.
  • Proficient With Sword & Bow: All Elorii train constantly in preparation for the war of vengeance. As a result, all Elorii are proficient with the longbow, the long composite bow, the short bow, the short composite bow, the bastard sword (martial), the longsword, and the shortsword. In addition to the standard Elorii weapon proficiencies, Kelekene gain Weapon Familiarity with the two-bladed sword.

Wizard

  • Prohibited Schools: Evocation and Necromancy
  • Familiar: Squirrel
Tiny Animal
Hit Dice: 1 (4 hp)
Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
Base Attack/Grapple: +0/–12
Attack: Bite +4 melee (1d3–4)
Full Attack: Bite +4 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +3
Abilities: Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +14, Move Silently +10,Swim +10
Feats: Weapon Finesse
A rat can always choose to take 10 on Climb checks, even if rushed or threatened.
A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks.
A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in astraight line.
Special Abilities: Alertness, improved evasion, share spells, empathic link