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DCC #7 The Secret of Smuggler's Cove (full)
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<blockquote data-quote="Mark Chance" data-source="post: 5535018" data-attributes="member: 2795"><p>Just adding some notes to the thread hidden in a spoiler. Everything is a rough draft. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>[sblock=Some Notes]</p><p><strong>Iago Heddwyn Pedr Botolph</strong></p><p>Male gnome cleric 3/rogue 2</p><p>CG Small humanoid (gnome)</p><p><strong>Init</strong> +1; <strong>Senses</strong> low-light vision; Perception +12 (+13 to locate traps) </p><p></p><p>DEFENSE</p><p><strong>AC</strong> 13, touch 13, flat-footed 11 (+? armor, +1 Dex, +1 Dodge, +1 size)</p><p><strong>hp</strong> 42 (5d8+10)</p><p><strong>Fort</strong> +5, <strong>Ref</strong> +5, <strong>Will</strong> +5</p><p><strong>Defensive Abilities</strong> evasion, magical linguist, sudden shift (5/day)</p><p></p><p>OFFENSE</p><p><strong>Speed</strong> 20 ft.</p><p><strong>Melee</strong> weapon +5 (1d?+1)</p><p><strong>Ranged</strong> weapon +5 (1d?)</p><p><strong>Special Attacks</strong> channel energy 2d6 (7/day), hand of the acolyte (5/day), sneak attack +1d6</p><p><strong>Spell-Like Abilities (CL 5th):</strong></p><p>1/day - <em>arcane mark, comprehend languages, message, read magic</em></p><p><strong>Spells per Day</strong> 4/3+1/2+1</p><p><strong>Spells Prepared (CL 5th):</strong></p><p>2nd - <em>mirror image*</em></p><p>1st - <em>disguise self*</em></p><p>Oth - <em>detect magic, guidance, mage hand, stabilize</em></p><p>* Domain spell. <strong>Domains</strong> Deception, Magic</p><p></p><p>STATISTICS</p><p><strong>Str</strong> 12, <strong>Dex</strong> 13, <strong>Con</strong> 14, <strong>Int</strong> 14, <strong>Wis</strong> 14, <strong>Cha</strong> 15</p><p><strong>Base Atk</strong> +3; <strong>CMB</strong> +3; <strong>CMD</strong> 14</p><p><strong>Feats</strong> Dodge, Extra Channel, Mobility</p><p><strong>Traits</strong> Collector (+2 Disable Device), Two-World Magic (<em>mage hand</em>)</p><p><strong>Skills (Ranks)</strong> Bluff +7 (2), Craft (weaponsmithing) +7 (2), Disable Device +13 (+15 related to glyphs, symbols, scrolls, and other magical writings) (5), Escape Artist +6 (2), Knowledge (engineering)* +8 (5), Knowledge (local) +12 (5), Perception +12 (+13 to locate traps) (5), Sense Motive +7 (2), Stealth +10 (2), Use Magic Device +10 (+12 related to glyphs, symbols, scrolls, and other magical writings) (5)</p><p><strong>Racial Modifiers</strong> +1 Disable Device, +1 Knowledge (engineering), +2 Knowledge (local), +2 Perception; <strong>Armor Check Penalty</strong> -?</p><p>* Knowledge (engineering) is not a class skill.</p><p><strong>Languages</strong> Common, Draconic, Dwarven, Gnome, Sylvan</p><p><strong>SQ</strong> aura, spontaneous casting, trapfinding (+1), trap spotter</p><p></p><p>SPECIAL ABILITIES</p><p><strong>Academician:</strong> Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill.</p><p></p><p><strong>Hand of the Acolyte (Su):</strong> You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.</p><p></p><p><strong>Keen Senses:</strong> Gnomes receive a +2 racial bonus on Perception skill checks.</p><p></p><p><strong>Magical Linguist:</strong> Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day - <em>arcane mark, comprehend languages, message, read magic</em>.</p><p></p><p><strong>Master Tinker:</strong> Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted.</p><p></p><p><strong>Sudden Shift (Sp):</strong> In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier.</p><p></p><p><strong>Weapon Familiarity:</strong> Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.</p><p></p><p><strong>Gear</strong> arcane scroll (<em>invisibility</em> x4)</p><p></p><p>Starting Wealth: 9900 gp - May spend no more than 4,000gp on any one item (exception: magic shield or armor - you may have one or the other at a cost of 4,000 gp + mw value - to gain a +2 magical bonus)[/sblock]</p><p></p><p>HM: This may have already been asked and answered, but what about pre-game Crafting? I'm not looking for budget magic items, but instead am looking to take advantage of the Master Tinker alternate racial trait for gnomes.</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 5535018, member: 2795"] Just adding some notes to the thread hidden in a spoiler. Everything is a rough draft. :) [sblock=Some Notes] [b]Iago Heddwyn Pedr Botolph[/b] Male gnome cleric 3/rogue 2 CG Small humanoid (gnome) [b]Init[/b] +1; [b]Senses[/b] low-light vision; Perception +12 (+13 to locate traps) DEFENSE [b]AC[/b] 13, touch 13, flat-footed 11 (+? armor, +1 Dex, +1 Dodge, +1 size) [b]hp[/b] 42 (5d8+10) [b]Fort[/b] +5, [b]Ref[/b] +5, [b]Will[/b] +5 [b]Defensive Abilities[/b] evasion, magical linguist, sudden shift (5/day) OFFENSE [b]Speed[/b] 20 ft. [b]Melee[/b] weapon +5 (1d?+1) [b]Ranged[/b] weapon +5 (1d?) [b]Special Attacks[/b] channel energy 2d6 (7/day), hand of the acolyte (5/day), sneak attack +1d6 [b]Spell-Like Abilities (CL 5th):[/b] 1/day - [i]arcane mark, comprehend languages, message, read magic[/i] [b]Spells per Day[/b] 4/3+1/2+1 [b]Spells Prepared (CL 5th):[/b] 2nd - [i]mirror image*[/i] 1st - [i]disguise self*[/i] Oth - [i]detect magic, guidance, mage hand, stabilize[/i] * Domain spell. [b]Domains[/b] Deception, Magic STATISTICS [b]Str[/b] 12, [b]Dex[/b] 13, [b]Con[/b] 14, [b]Int[/b] 14, [b]Wis[/b] 14, [b]Cha[/b] 15 [b]Base Atk[/b] +3; [b]CMB[/b] +3; [b]CMD[/b] 14 [b]Feats[/b] Dodge, Extra Channel, Mobility [b]Traits[/b] Collector (+2 Disable Device), Two-World Magic ([i]mage hand[/i]) [b]Skills (Ranks)[/b] Bluff +7 (2), Craft (weaponsmithing) +7 (2), Disable Device +13 (+15 related to glyphs, symbols, scrolls, and other magical writings) (5), Escape Artist +6 (2), Knowledge (engineering)* +8 (5), Knowledge (local) +12 (5), Perception +12 (+13 to locate traps) (5), Sense Motive +7 (2), Stealth +10 (2), Use Magic Device +10 (+12 related to glyphs, symbols, scrolls, and other magical writings) (5) [b]Racial Modifiers[/b] +1 Disable Device, +1 Knowledge (engineering), +2 Knowledge (local), +2 Perception; [b]Armor Check Penalty[/b] -? * Knowledge (engineering) is not a class skill. [b]Languages[/b] Common, Draconic, Dwarven, Gnome, Sylvan [b]SQ[/b] aura, spontaneous casting, trapfinding (+1), trap spotter SPECIAL ABILITIES [b]Academician:[/b] Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill. [b]Hand of the Acolyte (Su):[/b] You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. [b]Keen Senses:[/b] Gnomes receive a +2 racial bonus on Perception skill checks. [b]Magical Linguist:[/b] Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day - [i]arcane mark, comprehend languages, message, read magic[/i]. [b]Master Tinker:[/b] Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. [b]Sudden Shift (Sp):[/b] In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier. [b]Weapon Familiarity:[/b] Gnomes treat any weapon with the word "gnome" in its name as a martial weapon. [b]Gear[/b] arcane scroll ([i]invisibility[/i] x4) Starting Wealth: 9900 gp - May spend no more than 4,000gp on any one item (exception: magic shield or armor - you may have one or the other at a cost of 4,000 gp + mw value - to gain a +2 magical bonus)[/sblock] HM: This may have already been asked and answered, but what about pre-game Crafting? I'm not looking for budget magic items, but instead am looking to take advantage of the Master Tinker alternate racial trait for gnomes. [/QUOTE]
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DCC #7 The Secret of Smuggler's Cove (full)
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