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User:Askewnotion/PCs/Caliga

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File:Caliga.jpg
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Caliga
Factotum (ECL 1)
Race: Gnome
Alignment: CG | Size: M
Patron Deity: Larissa
Abilities Str 10 +0 | Dex 12 +1 | Con 16 +3 | Int 18 +4 | Wis 14 +2 | Cha 8 -1 | AP 8

Defense

AC: 11 / Touch: 11, Flatfooted: 10
(+1 Dex)

HP: 11 (Bloodied 5) / HD: 1d8+3

Initiative: +1+1d1 / Speed: 20'

Fort: 3 / Reflex: 3 / Will: 2

Attacks

  • Touch +0 Ranged Touch +1

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

Feats

  • Gnm: Diehard (PHB, p93)
    When reduced to between –1 and –9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round.

When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full-round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action the DM deems as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die.

  • Gnm: I'm not going to eat that! (PGtA, p178)
    Any living creature trying to bite you suffers a -4 morale penalty on its attack roll. Creatures with the Swallow Whole ability must succeed on a Will save (DC 10 plus one-half your character level plus your Charisma modifier, treating a negative modifier as if it were positive) or they cannot bring themselves to swallow you (although they can still chew on you and deal damage to you).
  • 1st: Heroic Spirit (Ebr, p55)
    Your action point maximum per level is increased by 3. Thus, you now gain a number of action points equal to 8 + 1/2 your character level at each new level you attain. This number also represents the total number of action points you can have at each level.

Skills

Skill Points = 44 ACP = -2/-10

Strength 10 +0
  • Athletics (3 ranks)
Climb +3
Jump +3
Swim +3
Intelligence 18 +4
  • Inspect (4 ranks)
Appraise +8
Search +8
  • Linguistics (0 ranks)
Decipher Script
Forgery
  • Mechanics (4 ranks)
Disable Device +8
Open Locks +8
  • Spellcraft (4 ranks)
Psicraft
Spellcraft +8
Other
Languages:
Dexterity 12 +1
  • Acrobatics (3 ranks)
Balance +4
Tumble +4
  • Legerdemain (1 ranks)
Escape Artist +2
Sleight of Hand +2
  • Stealth (3 ranks)
Hide +4
Move Silently +4
Wisdom 14 +2
  • Heal (0 ranks)
  • Notice (4 ranks)
Listen +6
Spot +6
Gather Information +4(-2)
Sense Motive +6
  • Survival (0 ranks)
Survival
Use Rope
Constitution 16 +3
  • Concentration (4 ranks)
Autohypnosis +7
Concentration +7
Charisma 8 -1
  • Animals (0 ranks)
Handle Animal
Ride
  • Deception (4 ranks)
Bluff +3
Disguise +3
  • Influence (3 ranks)
Diplomacy +0(-2)
Intimidate +2
Use Magic Device
Use Psionic Device

Special Abilities

Racial

  • Darkvision: Due to their partially dwarven heritage, gnomes can see in the dark up to 30 feet. Darkvision is black and white only, but it is otherwise like normal sight, and gnomes can function just fine with no light at all.
  • Social Outcast: Gnomes are reviled by many, even those willing to give the character a fair shake must unconsciously overcome deep-seated prejudice. As a result, Gnomes suffer a -2 circumstance penalty to the following skills: Diplomacy, Gather Information, and Perform.
  • Misbegotten: A gnome is hampered in performing strenuous activity for extended periods of time due to his physical deformities. After every continuous half-hour of brisk (e.g. hiking, riding, jogging, etc.) activity, a gnome must rest for one minute and then make a Fortitude save (DC 10) before continuing the activity. If they fail this save, their pain has gone beyond their tolerable threshold and they must rest for another minute before gaining another saving throw to continue. The gnome must continue this cycle until the saving throw is made before they can continue with the brisk activity. After ten consecutive rounds of strenuous physical activity (e.g. combat, sprinting, swimming, etc.) a gnome must make a Fortitude save (DC 10) or be wracked with pain and suffer 1d4 points of subdual damage. If they fail this save, they must rest (do nothing) for one full round before gaining another saving throw. This cycle continues until the gnome succeeds. If this save is successful, the gnome may continue the activity for another 10 consecutive rounds before being forced to make another save. Each subsequent save of this type is set at a DC equal to the number of consecutive rounds of strenuous activity. (i.e. DC 10 for 10 rounds, DC 20 for 20 rounds, etc.)
  • The Will to Live: Gnomes are tenacious. They gain the Diehard feat.

Factotum

  • Per level...