Don Bonton
Don Bonton, CG gnome sorcerer 6, xp 15,000
hp 31 (6d4+12), move 20', BAB +3, grapple -4
AC 12 (+1 size, +1 dex), touch 12, flatfooted 12
with mage armor (typical):
AC 16 (+1 size, +1 dex, +4 mage armor), touch 12, flatfooted 16
Str 4
Dex 13
Con 15
Int 12
Wis 8
Cha 17
carrying capacity: max light load 9.75 lbs, medium 19.5 lbs, heavy 30 lbs
gnome :+2 con, -2 str (included); level 4: +1 str
saves: Fort +4, Ref +3, Will +4 (+6 vs illusions)
attack:
crossbow +6 ranged (1d6, crit 19-20/x2, 80' range increment, reload as move action)
or unarmed strike +1 melee (1d2-3 nonlethal, draws AOO from armed opponent)
gnome: low-light vision, can speak with animals (only burrowing mammal such as badger, fox, rabbit) as spell 1/day (1 min)
spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 13
languages: Darkonese, Gnome, and Balinok
sorcerer:
The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skills (ranks/total): Bluff 9/12, Concentration 9/11 (15 combat casting), Spellcraft 9/10, Spot 0/-1, Listen 0/1, Craft (alchemy) 0/3, Hide 0/5, appraise 0/1 (3 with scale)
Feats: eschew materials, combat casting, still spell
Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield.
spells known: DC 13 + spell level (#illusion = +1 DC)
7 0th, 4 1st, 2 2nd, 1 3rd lev
0th: acid splash, detect magic, detect poison, ghost sound# (6 rnds, Will disbelief), light (60 min), message, read magic
1st: magic missile (3 missiles, 1d4+1 each), mage armor (+4 AC, 6 hr), shield (+4 AC, 6 min), protection from evil (1 creature, 6 min, +2 AC and saves vs evil, blocks domination)
2nd: minor image# (640' range, up to ten 10' cubes, conc + 2 rounds, Will disbelief), glitterdust (160' range, 6 rounds, Will neg)
3rd: fireball (6d6, Reflex half DC 16)
spells/day:
6 0th, 7 1st, 6 2nd, 3 3rd lev
# Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
# +1 racial bonus on attack rolls against kobolds and goblinoids.
# +4 dodge bonus to Armor Class against monsters of the giant type.
# +2 racial bonus on Listen & Craft (alchemy) checks.
equipment:
handy haversack, (2k, 5 lb)
wand of web (4,500 gp; 50 charges)
wand of ray of enfeeblement (CL 2nd; 5 charges)
bag of tricks, gray (900 gp, 10 min 10/week, 0 lbs)
potions of CLW (x4, 200 gp, 0 lbs)
potion of remove curse (750 gp)
potion of remove disease (750 gp)
potion of remove blindness/deafness (750 gp)
potion of cure moderate wounds
dust of tracelessness
salve of slipperiness
Lightbringers membership (100 gp)
Alchemical Sun Flash (x2, 100 gp)
Alchemical Vampire Repellent (x2, 250 gp)
antitoxins (x2, 100 gp, 0 lb)
tanglefoot bags (x2, 100 gp, 8 lb but kept in haversack for 0 lb)
thunderstones (x2, 60 gp, 2 lb but kept in haversack for 0 lb)
smokesticks (x2, 40 gp, 1 lb kept in haversack for 0 lb)
small bedroll (1 sp, 1.25 lb, kept in haversack for 0 lb)
magnifying glass (100 gp, 0 lb)
small trail rations (10 days, 5 gp, 2.5 lb kept in haversack for 0 lb)
waterskin (1 gp, regular size, 4 lb kept in haversack for 0 lb)
merchant's scale (2 gp, +2 to appraise by weight, 1 lb kept in haversack for 0 lb)
9 sp, 14 gp (0.5 lb)
47 gp, 53 pp (1.2 lb, kept in haversack for 0 lb)
-a warpony with exceptional statistics (Str 17, Dex 15, Con 16, Int 2, Wis 11, Cha 4) worth 150 gp
-a military saddle
-saddlebags (to carry feed)
total 7 lbs carried (if above magic items included)
Description:
Born in the gnomish enclave of Wildwood in Darkon, Don Bonton was a sickly child to begin with, and he was struck with a near-fatal disease as a child, which left him very weak even for a gnome. Luckily, he also displayed considerable magical talent, which gave him a source of enjoyment and status which he otherwise would not have had. He is very aware of his limitations but believes that through careful planning and use of magic he can overcome them.
The one friend who he could always count on to watch his back was Drindle Noorose. One day, the two of them were camping in the woods. Don went off to refill his waterskin, and when he returned, he found Drindle dead. There were cuts on Drindle's throat, forehead and arms - not ragged tears like could be caused by a wild animal, but precise as if made by a very sharp knife, and arranged in a strange pattern.
Don vowed revenge on the murderer but there was no sign of him. Years passed. Then a traveller - Samuel Burke - passed through Wildwood and related a very similar tale - but the murder was recent, and in Barovia.
Don never felt there was much for him in Wildwood anyway. He set out for Barovia, looking for clues and potential allies. He's had some adventures on the way but so far has not heard any more about the murders.
He is 3' 3" tall and weighs 43 lb, with black hair and green eyes.