A Gnomish barbarian

Hey, all. Just got back from GenCon this sunday, and I must say the experience was awe inspiring. I was so inspired, in fact, that I decided to take a try at a character that is bereft of the min/maxing typical of players of Dnd/4th ed. This character is, in particular, specific to Pathfinder (which just came out officially. If you like 3.5, it is a significant improvement. Especially the fighters and barbarians). You can see the 4th ed version over at our sister blog, Tailslap.

Luk was not born terribly lucky, despite what his name would tell. His parents were outcast from gnome society while his mother was with him. By the time of his birth, they were destitute, and forced to abandon him in the heart of the Naljin Forest. There, he was rescued by a pack of wolves, whose alpha female happened to be awakened. Life for Luk was fine, until the day the wolf he called “mother” was killed in the jaws of a hidden trap. He brutally avenged her death by fur collecters, and left the pack to seek his fortune.
This gnomish warrior could be considered strange even by the standards of his race. Mercrurial and tactless, Luk will pick the absolute worst time to speak the truth with nary a negative intention. But while the insulting replies he receives will roll off his tough hide, the mistreatment of animals–especially wolves and dogs–will immediately send him flying off the handle in a violent rage.

Luk
Male Gnome Barbarian 1(favored class)
Chaotic Neutral Small Humanoid
Init: +1 Senses: Perception +4 Low-light Vision
Languages: Common, Gnome, Sylvan

defenses
AC: 17 (+5 scale +1 size +1 dex bonus, ) touch 12, flatfooted 16

+4 dodge bonus vs. monster of the Giant type
HP: 18 (HD 1d12+2 con+3 toughness+1 favored class)
Fort: +4 Ref: +1 Will: +0
+2 morale bonus to Will while Raging, +2 racial bonus to Will vs. illusions

attacks
Speed: 30 ft.
Attack: +1 (+2 to damage 1-handed)
Full Attack: Great Club +3 (1d8+3 / x2)
Attack Options:

Battle Axe one handed +3 (1d6+2 / x3) slash
Spiked Gauntlet one handed +3 (1d3+2 / x2) pierce
Space / Reach: 5 ft. / 5 ft.
Base Attack: +1 Grapple: +2 (Pathfinder: CMB: +2, CMD: 13)

SQ: Illusion resistance, Keen Senses, Obsessive, Weapon Familiarity: Gnome
SA: Rage 6 rounds/day, Fast Movement
Feats: Toughness

skills & abilities
Skills: Intimidate +4, Knowledge (nature) +3, Perception +6
Abilities Str 15 Dex 12 Con 15 Int 8 Wis 11 Cha 11

Spell-Like Abilities: 1/day-dancing lights, ghost sound, prestidigitation, and speak with animals

Possessions: Scale Mail(note, in Pathfinder, barbarians are allowed the use of medium armor), Great Club, Battle Axe, Spiked Gauntlet, Backpack, Belt Pouch, Weapon Harness, Waterskin, 10 days rations, torch x3, 50 foot hempen rope. Total weight: 35 lbs.–light load (note: in Pathfinder, a small creature’s weight allowance is 3/4 that of a medium creature)


Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Character and tagged , by with 2 comments.

Foulmouth Goldshore

The meanest and most depraved gnome you’ll ever meet, Foulmouth leads the False Heroes of the Tear. His power is unrivaled in the group, especially in his dragon form. Still, he has a certain unnatural charm which keeps his party together. He also has an uncanny knack for discovering treasure. And he hides his wrath through a clever veil of trickery and illusion, two traits he uses to his advantage in every interaction.

Foulmouth developed two spells of his own, which will show up in future posts.

Foulmouth Goldshore CR 10
male gnome sorcerer 10 (illusionist)
CN small humanoid
Init: +2 Senses: Listen +4, Spot +2

Languages: gnome, common, auran, draconic

AC: 20 (+2 dex, +7 armor, +1 size) touch 13, flatfooted 18
HP: 41 (HD 10d4+10 +3 (toad familiar))
Fort: +4 Ref: +5 Will: +6

Speed: 20 ft.
Attack: dagger +5 (1d4-1)
Full Attack: dagger +5 (1d4-1)
Attack Options: dagger or spells, dragon form
Space / Reach: 5 ft. / 5 ft.
Base Attack: +5 Grapple: +4

SQ: low-light vision, weapon familiarity, +2 save vs. illusions, +1 vs. kobolds and goblins, +4 dodge AC vs. giants, speak w/animals 1/day, dancing lights, ghost sound, prestidigitation 1/day
SA: spells, dragon form
Feats: Quicken Spell, Widen Spell, Greater Spell Penetration

Abilities Str 9 Dex 15 Con 13 Int 20 Wis 9 Cha 18
Skills: Appraise +6, Bluff +8, Concentration +15, Craft – Alchemy +7, Diplomacy +8, Disguise +6, Forgery +6, Intimidate +12, Knowledge Arcana +13 Dungeoneering +6 Geography +6 History +8 Local +8 Local +8 Nature +6 Nobility/Royalty +8 Religion +6 Planes +8, Listen +4, Search +6, Spellcraft +17, Spot +2

Spells per day: 11/11/11/11/10/8
Mana: 146
Spellbook:
0th: (9) Detect Magic, Read Magic, Light, Arcane Mark, Ghost Sound, Prestidigitation, Ray of Frost, Mage Hand, Message
1st: (5) Shield, Expeditious Retreat, Disguise Self, Color Spray, Nystul’s Magic Aura
2nd: (4) Arcane Lock, Mirror Image, Web, Fox’s Cunning
3rd: (3) Fireball, Displacement, Dispel Magic, Golden Dragon Showers
4th: (2) Polymorph, Greater Invisibility, Elven Maiden Come Gnome
5th: (1) Cloudkill

Possessions: staff of charming, bracers of armor +4, wand of bear’s endurance, ring of protection +3, ring of feather fall, 400pp.

Minions: toad familiar (Toadie)

In combat, Foulmouth has been known to polymorph himself into a gold dragon, and in this form cast his other spells. Dragon form stats to follow in a later post.


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Tish Granjeur

Wander, explorer, friend to so many species, this aquatic gnome with deep sea heritage is best known for bringing ashore the first invisisquids, starting the trade in their rare hides and invisible ink. Some of his people consider him a traitor because of this, but he keeps to a steady diet of truth in nearly all of his actions, so he would be considered good to just about everyone else. Because of this rift with the deep sea gnomes of the Emerald Sea, he spends much of his undersea time exploring the waters off the coast of Farghal, either off the West Isle or just off the north waters off the Phyloctæte. He seeks a party of adventurers to travel with, as both water and land are dangerous for a single mage to wander about for too long alone.

Tish Granjeur
Small-size Male Aquatic Gnome
Illusionist 8
Hit Dice: (8d4)+24
Hit Points: 48
Initiative: +1
Speed: Walk 20 ft.
AC: 14 (flatfooted 13, touch 12)
Attacks: *Dagger +1 (Wounding) +4;*Dagger +1 (Wounding/Thrown) +5; ;
Damage: *Dagger +1 (Wounding) 1d4+1;*Dagger +1 (Wounding/Thrown) 1d4+1; ;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +1 racial bonus on attack rolls against kobolds and goblinoids., +2 bonus to Spellcraft when learning Illusion, +2 racial bonus on saving throws against illusions., +4 Dodge bonus to Armor Class against monsters of the giant type., Speak with Animals (burrowing mammal only, duration 1 minute)., Summon Familiar
Saves: Fortitude: +7, Reflex: +5, Will: +10
Abilities: STR 10 (+0), DEX 13 (+1), CON 16 (+3), INT 20 (+5), WIS 15 (+2), CHA 12 (+1)
Skills: Appraise 5; Balance 1; Bluff 1; Climb 0; Concentration 14; Craft (Alchemy) 10; Craft (Gemcutting) 8; Craft (Untrained) 5; Decipher Script 10; Diplomacy 1; Disguise 1; Escape Artist 1; Forgery 5; Gather Information 1; Heal 2; Hide 5; Intimidate 1; Jump -6; Knowledge (Arcana) 16; Knowledge (Dungeoneering) 8; Knowledge (Geography) 8; Knowledge (History) 8; Knowledge (Local) 7; Knowledge (Nature) 8; Listen 4; Move Silently 1; Ride 3; Search 5; Sense Motive 2; Spellcraft 18; Spot 2; Survival 2; Swim 2;
Feats: Craft Wand, Craft Wondrous Item, Extend Spell, Improved Familiar, Scribe Scroll
Challenge Rating: 8
Alignment: Chaotic Good

Possessions: Amulet of Natural Armor +2; Bag of Holding (Type 1); Cloak of Resistance +2; Dagger +1 (Wounding); Goggles of Minute Seeing;
Spells:
Innate: Speak with Animals, Dancing Lights, Ghost Sound, Prestidigitation
Spells per Day: (4+1/6+1/4+1/4+1/3+1/0/0/0/0/ DC:15+spell level)
Wizard – Commonly Prepared:
Level 0: Acid Splash, Arcane Mark, Cipher, Control Shadow, Daze, Decode, Detect Magic, Detect Poison, Detect Self, Ghost Sound, Lock/Unlock, Mage Hand, Mending, Message, Kressmer’s Moment of Deflection, Night-Vision, Open/Close, Prestidigitation, Read Magic, Resistance, Shovel, Signal Fire, Summon Bag, Summon Garment, Summon Mug, Summon Pipe
(more spells to come)

Tish travels (when underwater) with his manta ray familiar, Raydar.

Raydar
Large-size Male Manta Ray
Animal 4
Hit Dice: (4d8)
Hit Points: 24
Initiative: +4
Speed: Swim 30 ft.
AC: 16 (flatfooted 16, touch 9)
Attacks: ;
Damage: ;
Vision: Low-light
Face / Reach: 10 ft. / 5 ft.
Special Qualities: Animal Traits, Deliver touch spells, Empathic Link, Improved Evasion (Ex), Share Spells, Speak with animals of its kind, Speak with master
Saves: Fortitude: +4, Reflex: +4, Will: +7
Abilities: STR 14 (+2), DEX 10 (+0), CON 10 (+0), INT 9 (-1), WIS 12 (+1), CHA 2 (-4)
Skills: Appraise -1; Balance 0; Bluff -4; Climb 2; Concentration 11; Craft (Alchemy) 2; Craft (Gemcutting) 2; Craft (Untrained) -1; Decipher Script 4; Diplomacy -4; Disguise -4; Escape Artist 0; Forgery -1; Gather Information -4; Heal 1; Hide -4; Intimidate -4; Jump -16; Knowledge (Arcana) 10; Knowledge (Dungeoneering) 2; Knowledge (Geography) 2; Knowledge (History) 2; Knowledge (Local) 1; Knowledge (Nature) 2; Listen 2; Move Silently 0; Ride 2; Search -1; Sense Motive 1; Spellcraft 12; Spot 3; Survival 1; Swim 16;
Feats: Improved Initiative, Track
Challenge Rating: 1
Alignment: Chaotic Good


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