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<blockquote data-quote="Leif" data-source="post: 3643290" data-attributes="member: 48762"><p><strong>Gnurl Whiskerling, Gnome Wizard at Small</strong></p><p></p><p>Gnurl Whiskerling (Admiral of the Low Seas, Gnarly Gnurl, Gnurly-Boo, Gnasty Gnurl, Gnice Gnurl, Gnobody's Fool Gnurl)</p><p></p><p>[sblock=stats]</p><p>Gnome Wizard (Illusionist), alignment: N/G</p><p>Level: 10, xp: 45,131 age: 75, Height: 3'4", Weight: 45 lbs.</p><p> +2200(barghests)=47,331</p><p> +800(sea monsters) =48,131</p><p> +1500(snakes) = 49,631</p><p> +4950(vampire count, nephew, werewolves, bats)=54,581</p><p></p><p></p><p><strong>S</strong> 8 : -1 to hit, damage, and str skill checks</p><p><strong>I </strong> 18 :+4, languages: Gnome, Common, Elven, Dwarven, Giant, Draconic</p><p><strong>W</strong> 10</p><p><strong>D</strong> 12 : +1 to AC, initiative, and dex skills</p><p><strong>C</strong> 16 [20]: +3 [+5] to hp and con skills</p><p><strong>Ch</strong> 15 : +2</p><p></p><p><strong>HP</strong>: 76/76 [thanks to Amulet of Health +4, 56 hp w/o it]</p><p>current hp: 73 -5-2 = 66 (gargoyles)</p><p></p><p>Attack Bonus: +6 normally: +5 (BAB) +1 (size) -1 (str) +1 (magic morning star)</p><p>other adjustments: +1 (racial vs. kobolds & goblinoids) +1 w/missile(dex)</p><p><strong>Weapon of choice</strong>: Morning Star, +1 (enchantment negates Gnurl's str penalty)</p><p><strong>Backup</strong>: Dagger (but he hates to get blood on it)</p><p></p><p>Base Armor Class 10 +1 dex, +1 racial, +3 bracers of armor, +3 ring,</p><p>other adjustments: +4 dodge vs. giant types, +4 with <em>Mage Armor</em>, +4 with <em>Shield</em>, +6 with <em>Greater Mage Armor</em></p><p></p><p><strong>Adjusted AC: 18</strong>, 22 with <em>Mage Armor</em>, 22 with <em>Shield</em>, 26 with both, 24 with <em>Greater Mage Armor</em>, 28 with <em>GMA</em> + <em>Shield</em>, still +4 vs. giant types</p><p><strong>Flat-Footed: 17</strong></p><p><strong>Touch: 12</strong></p><p></p><p><strong>Saves:</strong> (+2 racial bonus to saves vs. illusion)</p><p> Fort: +5/+3 (ability bonus), +3 (class/level bonus) = +8/+6 total </p><p> Ref: +1 (ability bonus), +3 (class/level bonus) = +4 total</p><p> Will: +0 (ability bonus), +7 (class/level bonus) = +7 total</p><p></p><p>Gnome Spell-Like Abilities (1/day each): speak w/animals (burrowing mammals), dancing lights, ghost sound, prestidigitation</p><p>[/sblock]</p><p>[sblock=Familiar, Featherwind]Familiar: Owl, her name is Featherwind, her feathers are light grey with black hourglass markings on both sides of both wings, and white tail feathers. She wears a gold band set with a pearl around her right leg (125 gp). Featherwind can deliver touch spells if she is in contact with Gnurl when the spell is cast. Gnurl and Featherwind can communicate verbally, and she can also speak with other birds. She is +5 to AC, 10 int. Which makes Featherwind AC 22, t 20, ff 19; hp 26, Listen +14, Move Silently +17, Spot +6 (+8 to spot in shadowy illumination).</p><p>[/sblock]</p><p>[sblock=Spellbooks]</p><p><strong>Spellbook</strong> [99 of 100 pages filled]: +1 DC racial bonus to all illusion spells, so illusions are DC=10+1+1+1+4+spell level, other spells are DC 10+4+spell level</p><p><strong>Cantrips, 0 Level</strong>: all except for Enchantment and Necromancy (Gnurl's prohibited schools): Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation</p><p><strong>1st Level</strong>: Color Spray(gsf), Feather Fall, Mage Armor, Magic Missile, Vigilant Slumber (Comp. Mage p. 122), Shield, Identify, True Casting (Comp. Mage p.121), True Strike, Unseen Servant</p><p><strong>2nd Level</strong>: Hypnotic Pattern(gsf), Invisibility(gsf), See Invisibility, Arcane Lock, Scorching Ray; Baleful Transposition; Phantasmal Assailants(gsf) (SC p. 154)</p><p><strong>3rd Level</strong>: Lightning Bolt, Major Image(gsf), Shadow Binding(gsf) (Comp. Arcane p.122), Summon Monster III, Dispel Magic, Selective Invisibility (gsf) (School of Illusion, p.48); Greater Mage Armor (+6 to AC)(SC p. 136); Mass Mage Armor (SC p. 136);</p><p><strong>4th Level</strong>: Greater Invisibility(gsf), Phantasmal Killer(gsf), Polymorph, Rainbow Pattern (gsf), Orb of Force (Complete Arcane, p. 116)</p><p><strong>5th Level</strong>: Fever Dream (gsf)(Comp. Mage p.104), Baleful Polymorph, Shadow Evocation (gsf)</p><p></p><p><strong>Second Spellbook</strong>, 9 of 100 pages filled</p><p><strong>1st Level</strong>:</p><p><strong>2d Level</strong>:</p><p><strong>3rd Level</strong>:</p><p><strong>4th Level</strong>: Force Missiles (SC p. 98); </p><p><strong>5th Level</strong>: Shadow Hand (gsf) (SC p. 183);</p><p>[/sblock]</p><p>[sblock=Spells Prepared/Used]</p><p><strong>Spells Prepared</strong> [Strikethrough=used for the day]: 4/4/4/3/3/2, + specialization bonus (sp), + int bonus (int), (gsf=Spl Foc. and Greater Spell Focus apply for save DC:+2,+1*race=+3DC). (W=memorized due to Ring of Wizardry)</p><p>0: ghost sound (sp gsf), resistance, resistance, flare, open/close </p><p>1: color spray (sp, gsf), color spray (int, gsf), true casting, mage armor, <s>shield</s>, shield </p><p>2: invisibility (sp, gsf), scorching ray (int), scorching ray, invisibility (gsf), arcane lock, see invisibility, scorching ray (W), see invisibility (W), baleful transposition (W), phantasmal assailants (W) (gsf)</p><p>3: major image (sp, gsf), <s>lightning bolt (int)</s>, <s>dispel magic</s>, Greater Mage Armor, <s>selective invisibility (gsf)</s></p><p>4: phantasmal killer (sp, gsf), <s>orb of force (int)</s>, orb of force, greater invisbility (gsf), force missiles</p><p>5: fever dream (sp, gsf), <s>baleful polymorph</s>, baleful polymorph</p><p>[/sblock]</p><p>[sblock=Feats]</p><p><strong>Feats</strong>:</p><p>1. Spell Focus, Illusion, (L1 standard) (+1 DC for saves) (Gnurl also has +1 DC racial bonus for illusion spells)</p><p>2. Scribe Scroll (L1 Wizard bonus Feat)</p><p>3. Summon Familiar (L1 Wizard bonus Feat)</p><p>3.5 Alertness - Gnurl gains the benefit of Alertness as long as Featherwind in within arms length of him.</p><p>4. Simple Weapon Proficiency, (L3 standard) (Gnurl is proficient with all simple weapons)</p><p>5. Spell Mastery (L5 Wiz bonus Feat) (major image, shadow binding, lightning bolt, magic missile)</p><p>6. Spell Penetration, (L6 standard) (+2 on caster level checks, 1d20+CL+2, to overcome creature's spell resistance)</p><p>7. Greater Spell Focus, Illusion (L9 standard) (another +1 to DC for saves)</p><p>8. Craft Wand (L10 wiz bonus feat)</p><p>9. Sudden Maximize (campaign bonus feat awarded 5/29/09)</p><p>[/sblock]</p><p>[sblock=Skills]</p><p><strong>Skills</strong>: (6 points/level above 1st)</p><p>1. Spellcraft : +26 (illusion) +17 (ench./necro.) +22 (all other schools) </p><p>(13 ranks, +4 int, +2 racial bonus for checks involving illusion, +2 spec. bonus,illusion, +2 know.:aracana synergy,-5 for checks involving ench./necro., +3 Mage's Ring)</p><p>2. Concentration : +21 w/ Amulet of Health, +19 w/o Amulet of Health (13 ranks, +3/+5con(Amulet of Health), +3 Mage's Ring)</p><p>3. Decipher Script : +12 (8 ranks, int +4)</p><p>4. Knowledge (Arcana) : +17 (13 ranks, +4 int)</p><p>5. Knowledge (The Planes) : +19 (10 ranks, +4 int +5 campaign bonus)</p><p>6. Knowledge (History) : +8 (4 ranks, +4 int)</p><p>7. Knowledge (Nature) : +8 (4 ranks, +4 int)</p><p>8. Hide (cc) : +7 (2 ranks, +1 dex, +4 racial) (+40/+20 while invisible)</p><p>9. Move Silently (cc) : +2 (1 rank, +1 dex)</p><p>10.Spot (cc) : +3/+6, (1 rank, +0 wis, +2 for Alertness feat, see above) Featherwind gives me +3 to spot checks in shadowy/darkened areas)</p><p>11.Swim (cc) : +0 (1 rank, -1 str)</p><p>12.Search (cc) : +6 (2 ranks, +4 int)</p><p>+4 listen (racial +2, alertness feat +2)</p><p>+2 on craft (alchemy) (racial)</p><p>+4 on gather info. (+2 racial, +2 cha)</p><p>+8 on checks for Use Magic Device (Scrolls) (+2 spellcraft synergy, +2 decipher script synergy, +4 int)</p><p>+5/+7 on Survival checks while on other planes (+2 Knolwledge: Planes synergy, +3/+5 con)</p><p>[/sblock]</p><p>[sblock=description]</p><p>Gnurl is a fairly slender, left-handed gnome, with intense, deep blue eyes that smolder like the last two remaining coals of hell's inferno. He wears his fiery red hair long, and plaited into a narrow queue that extends down just past his shoulders. His neatly trimmed goatee and mustache are coal black. He is something of a primadonna about his hair and beard, and every few days he is expertly bathed, coiffed, shaved, and groomed via his unseen servant spell. </p><p></p><p>When in a civilized area, Gnurl customarily wears a roomy, green or red jerkin (he alternates colors) with wide three-quarter length sleeves that almost completely cover his brass bracers of armor, which are carved with pastoral scenes of gnomish life. He also wears blue or black trousers and a bright yellow sash that goes from right shoulder to left hip, that has numerous pockets on the side next to his body, where spell components and other small items are stored. Two or three of the pockets are larger to accomodate items like potion bottles or wands, and, of course, his dagger (which is well-concealed when it is so carried) (Gnurl doesn't think of the dagger as a weapon, just a very sharp tool for peeling apples, cutting fingernails, etc. Actually, he would hate to get blood all over his dagger! :\ ). Gnurl wears soft leather boots with hard soles. He also wears a wide leather belt from which depend three small pouches (at the 4,5, and 8 o'clock positions) and a hook to hold his morning star (9 o'clock). Gnurl generally does not carry the morning star in a city, so the hook is also detached from the belt as well at such times. (At such times, his morning star will be kept in his Heward's Handy Haversack so it can be obtained at once if needed.) A broad brimmed hat (usually the same color as his tunic, but sometimes he wears the other color hat to be different) completes this outfit.</p><p></p><p>When traveling or adventuring, Gnurl prefers tunics and hats of more somber colors -- mostly earth tones, forest green, and black. In these situations, he wears the same garments, just in different colors and coarser, more durable fabrics. He also wears hard leather boots at such times, into which his buckskin trousers are tucked, and he customarily travels armed. <strong>Note: Gnurl will never enter Salty Bill's unarmed again!</strong></p><p>[/sblock]</p><p>[sblock=Treasure/Money]</p><p>pp</p><p>gp 9,140</p><p>sp 113</p><p>cp 25</p><p>Gnurl contributes 200gp to provisioning the CrestDancer (already subtracted) plus another 250 gp to re-supply also already deducted</p><p>assorted lesser gems worth a total of 50 gp</p><p><s>Bank Draft for 3000 gp, payment for finding Allois Marin</s> (cashed it in, we found him!)</p><p><s>Additional Bank Draft for 8,000gp from Capt. Marin!!</s> cashed in?</p><p>[/sblock]</p><p>[sblock=Magic Items]</p><p><s>Eternal Wand of Lightning Bolt (CL 5 - MIC 159) 2 uses/day</s></p><p>Boots of Speed (+1 to hit and AC when acivated-10 rounds/day total +30'/round speed)</p><p>Healing Belt (3 chgs/day, 1ch-2d8,2ch-3d8,3ch-4d8; and it grants +2 to heal checks)</p><p>Mage's Ring from Capt. Marin. Ring of Wizardry, either type I or II (decide each day) and gives +3 on concentration and +3 Spellcraft (spells memorized due to this item are so noted)</p><p>Crystal of Lifekeeping, Lesser</p><p>Bracers of Armor +3</p><p>Amulet of Health +4</p><p>Amulet of Nat. Armor +1 (not worn)</p><p>Ring of Protection +3</p><p>Morning Star +1</p><p>Heward's Handy Haversack</p><p>Hand of the Mage (carried, not worn)</p><p>Runestaff of the Undead Slayer</p><p>Wand: Mage Armor (CL 10) 50 charges -2</p><p>Wand: Dispel Magic (CL 10) 50 charges</p><p>Wand: Magic Missile (CL 9) 50 charges -28</p><p>Wand: Detect Magic (CL 1) 50 charges -1</p><p>Wand: Detect Secret Doors (CL 1) 50 charges</p><p>Potion: Displacement 2 doses (1 used in fight w/ dread wraith and company)</p><p>Potion: Cure Light Wounds (1d8+1) x 10, -3</p><p>Potion: Cure Serious Wounds (3d8+5) x 7, -1</p><p>Scroll Mage Armor (CL 1) x 5 (used: 1 )</p><p>Scroll Protection from Energy (CL 5) [NEED TO GET THIS INTO SPELLBOOK!!]</p><p>Scroll, Lightning Bolt (CL 10) x<s>2</s>0 (both used)</p><p>Scroll, Dispel Magic (CL 10) x1</p><p>Scroll, See Invisibility (CL 10) x3</p><p>Scroll Obscuring Mist (CL 1)</p><p>Scroll Remove Fear (CL 1) x3</p><p>Scroll Identify (CL 1) x2</p><p>Scroll Read Magic (CL 1) x3</p><p>Scroll Detect Magic (CL 1) x3</p><p>Scroll Remove Curse--NEEDED IN SPELLBOOK!!, Crushing Despair, Keen Edge, Alter Self</p><p>[/sblock]</p><p>[sblock=Mudane Equipment] (at least it's a small start!)</p><p>Kept in Heward's Handy Haversack</p><p>-very sharp razor </p><p>-big cake of soap</p><p>-spare clothing/boots detailed above</p><p>-morning star (when in town, except when headed to Salty Bill's, and then it's worn normally)</p><p>-spell focus for <em>Greater Mage Armor</em></p><p>-scrolls/potions/other magic items that aren't already worn elsewhere</p><p>Admiral's Uniform (stored on the <em>Crest Dancer</em> when not worn. [Lots of gold braid on the sleeves and "scrambled eggs a-plenty" on the bill of the cap.] (50 gp)</p><p>(just need to buy the rest of his equipment now!)</p><p>[/sblock]</p><p>[sblock=Gnurl's goody bag from Captain Marin]</p><p> It is a messenger type bag with hard sides and a shouder strap. The bag is made of fine</p><p> leather impressed with a paisley pattern. On the front of the bag is a small patch with</p><p> an embrodered Marin and Son logo--twin lateen sails marked with a stylized double M</p><p> on a background of blue that fades from dark navy at the bottom to azure at the top. </p><p></p><p>The flap is held down by a lace. The bag has another tightly laced opening under the</p><p> flap and you suspect that the bag would do an admirable job of keeping the contents</p><p> dry if properly laced even in rough seas and spray. Inside the flap is a hidden</p><p> sheath containing a large dagger. The bag contains a money pouch with a ring held to it</p><p> by a couple of stitches, a tobacco pouch with a pipe protruding and two potion</p><p> bottles. Some magic cast on the bag at its packing reveals the nature of the contents to</p><p> Gnurl. The knowledge just springs to mind in a way that is harmless, but</p><p> disconcerting none the less. The bag can be unfolded to make a lap desk with high quality</p><p> pens, ink and paper ready to use. It also has a large protected pocket which can store</p><p> spell a full set of spell books at only a 1/4 the normal thickness and weight. Books</p><p> thus protected have +1 hardness and +2 hitpoints, are protected from normal water</p><p> and have energy resistence 10 vs. acid, flame, cold, electric and s!</p><p> onic energy. The pouch is filled with fine tobacco that smells vaguely of apples</p><p> and spice. The pipe is walrus tusk and covered in scrimshaw etchings of a faces of</p><p> many different sorts of humanoids. The pipe in addition to being a particularly good</p><p> one, has the ability to blow special smoke rings up to three times a day that are the</p><p> equivelent of dust of illusion. Smoker can blow them at willing or unwilling targets</p><p> (DC: 12 reflex save if unwilling)as well as himself. The dagger is most unusual in</p><p> design; the hilt has a heavy basket guard with raised studs that would be effective</p><p> in defense or for punching as a non-lethal weapon. The twin blades are</p><p> intertwined--one a shiny silver and the other a dull treated blue. (Think of a soft serve ice</p><p> cream cone mixing chocolate and vanilla swirl.) The points diverge slightly ending</p><p> about the width of a gnome's least finger apart. The blade has no edge being suited only</p><p> to fighting with the point. There is a stud on the hilt that whe!</p><p> n pressed allows a thunderstone to drop out of a compartment, !</p><p> so that it can be pulled free and tossed. The dagger holds two of these at a time and the</p><p> bag contains 6 more sized to fit. The blades are alchemical silver and cold iron and</p><p> the weapon is enchanted to be +2 to hit and damage. It is well made and superbly</p><p> balanced, perhaps as well as any weapon you have ever held. However, the weapon is large</p><p> for a dagger and heavy due to the twin blades and thick hilt guard making it</p><p> somewhat awkward to use. (-1 to hit unless you take an exotic weapon proficiency to learn</p><p> to fight with it.) Because of its size the dagger is able to deal considerable</p><p> damage for a dagger (1d4 despite being sized for a Gnome) The stout construction of the</p><p> guard and blade allow the weapon to be used purely for defense as a sort of shield.</p><p> (+2 to AC if used as a buckler--you must be able to use shields or take the exotic</p><p> weapon proficiency to use it this way.) The ring is a set with a blue stone and</p><p> inlayed with a tiny Marin and son twin sail emblem that can only be seen on</p><p> close inspection. The ring is a magical 'Mage's Ring'. Its power is as a ring</p><p> of wizardry type I or II (you must decide each day). Additionally, the ring gives</p><p> its wearer a +3 on spell craft and concentration skill checks. The coin pouch contains</p><p> 3 pearls worth 100 gp each, assorted lesser gems worth a total of 100 gp and 50 gp</p><p> in assorted coins. The first potion bottle contains two doses of Displacement, while</p><p> the second contains two doses of Cure Moderate Wounds. Additionally, there is a</p><p> payment of a 3000gp bank draft for your services in finding his son.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Leif, post: 3643290, member: 48762"] [b]Gnurl Whiskerling, Gnome Wizard at Small[/b] Gnurl Whiskerling (Admiral of the Low Seas, Gnarly Gnurl, Gnurly-Boo, Gnasty Gnurl, Gnice Gnurl, Gnobody's Fool Gnurl) [sblock=stats] Gnome Wizard (Illusionist), alignment: N/G Level: 10, xp: 45,131 age: 75, Height: 3'4", Weight: 45 lbs. +2200(barghests)=47,331 +800(sea monsters) =48,131 +1500(snakes) = 49,631 +4950(vampire count, nephew, werewolves, bats)=54,581 [B]S[/B] 8 : -1 to hit, damage, and str skill checks [B]I [/B] 18 :+4, languages: Gnome, Common, Elven, Dwarven, Giant, Draconic [B]W[/B] 10 [B]D[/B] 12 : +1 to AC, initiative, and dex skills [B]C[/B] 16 [20]: +3 [+5] to hp and con skills [B]Ch[/B] 15 : +2 [B]HP[/B]: 76/76 [thanks to Amulet of Health +4, 56 hp w/o it] current hp: 73 -5-2 = 66 (gargoyles) Attack Bonus: +6 normally: +5 (BAB) +1 (size) -1 (str) +1 (magic morning star) other adjustments: +1 (racial vs. kobolds & goblinoids) +1 w/missile(dex) [B]Weapon of choice[/B]: Morning Star, +1 (enchantment negates Gnurl's str penalty) [B]Backup[/B]: Dagger (but he hates to get blood on it) Base Armor Class 10 +1 dex, +1 racial, +3 bracers of armor, +3 ring, other adjustments: +4 dodge vs. giant types, +4 with [I]Mage Armor[/I], +4 with [I]Shield[/I], +6 with [i]Greater Mage Armor[/i] [B]Adjusted AC: 18[/B], 22 with [I]Mage Armor[/I], 22 with [I]Shield[/I], 26 with both, 24 with [i]Greater Mage Armor[/i], 28 with [i]GMA[/i] + [i]Shield[/i], still +4 vs. giant types [B]Flat-Footed: 17[/B] [B]Touch: 12[/B] [B]Saves:[/B] (+2 racial bonus to saves vs. illusion) Fort: +5/+3 (ability bonus), +3 (class/level bonus) = +8/+6 total Ref: +1 (ability bonus), +3 (class/level bonus) = +4 total Will: +0 (ability bonus), +7 (class/level bonus) = +7 total Gnome Spell-Like Abilities (1/day each): speak w/animals (burrowing mammals), dancing lights, ghost sound, prestidigitation [/sblock] [sblock=Familiar, Featherwind]Familiar: Owl, her name is Featherwind, her feathers are light grey with black hourglass markings on both sides of both wings, and white tail feathers. She wears a gold band set with a pearl around her right leg (125 gp). Featherwind can deliver touch spells if she is in contact with Gnurl when the spell is cast. Gnurl and Featherwind can communicate verbally, and she can also speak with other birds. She is +5 to AC, 10 int. Which makes Featherwind AC 22, t 20, ff 19; hp 26, Listen +14, Move Silently +17, Spot +6 (+8 to spot in shadowy illumination). [/sblock] [sblock=Spellbooks] [B]Spellbook[/B] [99 of 100 pages filled]: +1 DC racial bonus to all illusion spells, so illusions are DC=10+1+1+1+4+spell level, other spells are DC 10+4+spell level [B]Cantrips, 0 Level[/B]: all except for Enchantment and Necromancy (Gnurl's prohibited schools): Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation [B]1st Level[/B]: Color Spray(gsf), Feather Fall, Mage Armor, Magic Missile, Vigilant Slumber (Comp. Mage p. 122), Shield, Identify, True Casting (Comp. Mage p.121), True Strike, Unseen Servant [B]2nd Level[/B]: Hypnotic Pattern(gsf), Invisibility(gsf), See Invisibility, Arcane Lock, Scorching Ray; Baleful Transposition; Phantasmal Assailants(gsf) (SC p. 154) [B]3rd Level[/B]: Lightning Bolt, Major Image(gsf), Shadow Binding(gsf) (Comp. Arcane p.122), Summon Monster III, Dispel Magic, Selective Invisibility (gsf) (School of Illusion, p.48); Greater Mage Armor (+6 to AC)(SC p. 136); Mass Mage Armor (SC p. 136); [B]4th Level[/B]: Greater Invisibility(gsf), Phantasmal Killer(gsf), Polymorph, Rainbow Pattern (gsf), Orb of Force (Complete Arcane, p. 116) [B]5th Level[/B]: Fever Dream (gsf)(Comp. Mage p.104), Baleful Polymorph, Shadow Evocation (gsf) [b]Second Spellbook[/b], 9 of 100 pages filled [b]1st Level[/b]: [b]2d Level[/b]: [b]3rd Level[/b]: [b]4th Level[/b]: Force Missiles (SC p. 98); [b]5th Level[/b]: Shadow Hand (gsf) (SC p. 183); [/sblock] [sblock=Spells Prepared/Used] [B]Spells Prepared[/B] [Strikethrough=used for the day]: 4/4/4/3/3/2, + specialization bonus (sp), + int bonus (int), (gsf=Spl Foc. and Greater Spell Focus apply for save DC:+2,+1*race=+3DC). (W=memorized due to Ring of Wizardry) 0: ghost sound (sp gsf), resistance, resistance, flare, open/close 1: color spray (sp, gsf), color spray (int, gsf), true casting, mage armor, [s]shield[/s], shield 2: invisibility (sp, gsf), scorching ray (int), scorching ray, invisibility (gsf), arcane lock, see invisibility, scorching ray (W), see invisibility (W), baleful transposition (W), phantasmal assailants (W) (gsf) 3: major image (sp, gsf), [s]lightning bolt (int)[/s], [s]dispel magic[/s], Greater Mage Armor, [s]selective invisibility (gsf)[/s] 4: phantasmal killer (sp, gsf), [s]orb of force (int)[/s], orb of force, greater invisbility (gsf), force missiles 5: fever dream (sp, gsf), [s]baleful polymorph[/s], baleful polymorph [/sblock] [sblock=Feats] [B]Feats[/B]: 1. Spell Focus, Illusion, (L1 standard) (+1 DC for saves) (Gnurl also has +1 DC racial bonus for illusion spells) 2. Scribe Scroll (L1 Wizard bonus Feat) 3. Summon Familiar (L1 Wizard bonus Feat) 3.5 Alertness - Gnurl gains the benefit of Alertness as long as Featherwind in within arms length of him. 4. Simple Weapon Proficiency, (L3 standard) (Gnurl is proficient with all simple weapons) 5. Spell Mastery (L5 Wiz bonus Feat) (major image, shadow binding, lightning bolt, magic missile) 6. Spell Penetration, (L6 standard) (+2 on caster level checks, 1d20+CL+2, to overcome creature's spell resistance) 7. Greater Spell Focus, Illusion (L9 standard) (another +1 to DC for saves) 8. Craft Wand (L10 wiz bonus feat) 9. Sudden Maximize (campaign bonus feat awarded 5/29/09) [/sblock] [sblock=Skills] [B]Skills[/B]: (6 points/level above 1st) 1. Spellcraft : +26 (illusion) +17 (ench./necro.) +22 (all other schools) (13 ranks, +4 int, +2 racial bonus for checks involving illusion, +2 spec. bonus,illusion, +2 know.:aracana synergy,-5 for checks involving ench./necro., +3 Mage's Ring) 2. Concentration : +21 w/ Amulet of Health, +19 w/o Amulet of Health (13 ranks, +3/+5con(Amulet of Health), +3 Mage's Ring) 3. Decipher Script : +12 (8 ranks, int +4) 4. Knowledge (Arcana) : +17 (13 ranks, +4 int) 5. Knowledge (The Planes) : +19 (10 ranks, +4 int +5 campaign bonus) 6. Knowledge (History) : +8 (4 ranks, +4 int) 7. Knowledge (Nature) : +8 (4 ranks, +4 int) 8. Hide (cc) : +7 (2 ranks, +1 dex, +4 racial) (+40/+20 while invisible) 9. Move Silently (cc) : +2 (1 rank, +1 dex) 10.Spot (cc) : +3/+6, (1 rank, +0 wis, +2 for Alertness feat, see above) Featherwind gives me +3 to spot checks in shadowy/darkened areas) 11.Swim (cc) : +0 (1 rank, -1 str) 12.Search (cc) : +6 (2 ranks, +4 int) +4 listen (racial +2, alertness feat +2) +2 on craft (alchemy) (racial) +4 on gather info. (+2 racial, +2 cha) +8 on checks for Use Magic Device (Scrolls) (+2 spellcraft synergy, +2 decipher script synergy, +4 int) +5/+7 on Survival checks while on other planes (+2 Knolwledge: Planes synergy, +3/+5 con) [/sblock] [sblock=description] Gnurl is a fairly slender, left-handed gnome, with intense, deep blue eyes that smolder like the last two remaining coals of hell's inferno. He wears his fiery red hair long, and plaited into a narrow queue that extends down just past his shoulders. His neatly trimmed goatee and mustache are coal black. He is something of a primadonna about his hair and beard, and every few days he is expertly bathed, coiffed, shaved, and groomed via his unseen servant spell. When in a civilized area, Gnurl customarily wears a roomy, green or red jerkin (he alternates colors) with wide three-quarter length sleeves that almost completely cover his brass bracers of armor, which are carved with pastoral scenes of gnomish life. He also wears blue or black trousers and a bright yellow sash that goes from right shoulder to left hip, that has numerous pockets on the side next to his body, where spell components and other small items are stored. Two or three of the pockets are larger to accomodate items like potion bottles or wands, and, of course, his dagger (which is well-concealed when it is so carried) (Gnurl doesn't think of the dagger as a weapon, just a very sharp tool for peeling apples, cutting fingernails, etc. Actually, he would hate to get blood all over his dagger! :\ ). Gnurl wears soft leather boots with hard soles. He also wears a wide leather belt from which depend three small pouches (at the 4,5, and 8 o'clock positions) and a hook to hold his morning star (9 o'clock). Gnurl generally does not carry the morning star in a city, so the hook is also detached from the belt as well at such times. (At such times, his morning star will be kept in his Heward's Handy Haversack so it can be obtained at once if needed.) A broad brimmed hat (usually the same color as his tunic, but sometimes he wears the other color hat to be different) completes this outfit. When traveling or adventuring, Gnurl prefers tunics and hats of more somber colors -- mostly earth tones, forest green, and black. In these situations, he wears the same garments, just in different colors and coarser, more durable fabrics. He also wears hard leather boots at such times, into which his buckskin trousers are tucked, and he customarily travels armed. [B]Note: Gnurl will never enter Salty Bill's unarmed again![/B] [/sblock] [sblock=Treasure/Money] pp gp 9,140 sp 113 cp 25 Gnurl contributes 200gp to provisioning the CrestDancer (already subtracted) plus another 250 gp to re-supply also already deducted assorted lesser gems worth a total of 50 gp [s]Bank Draft for 3000 gp, payment for finding Allois Marin[/s] (cashed it in, we found him!) [s]Additional Bank Draft for 8,000gp from Capt. Marin!![/s] cashed in? [/sblock] [sblock=Magic Items] [s]Eternal Wand of Lightning Bolt (CL 5 - MIC 159) 2 uses/day[/s] Boots of Speed (+1 to hit and AC when acivated-10 rounds/day total +30'/round speed) Healing Belt (3 chgs/day, 1ch-2d8,2ch-3d8,3ch-4d8; and it grants +2 to heal checks) Mage's Ring from Capt. Marin. Ring of Wizardry, either type I or II (decide each day) and gives +3 on concentration and +3 Spellcraft (spells memorized due to this item are so noted) Crystal of Lifekeeping, Lesser Bracers of Armor +3 Amulet of Health +4 Amulet of Nat. Armor +1 (not worn) Ring of Protection +3 Morning Star +1 Heward's Handy Haversack Hand of the Mage (carried, not worn) Runestaff of the Undead Slayer Wand: Mage Armor (CL 10) 50 charges -2 Wand: Dispel Magic (CL 10) 50 charges Wand: Magic Missile (CL 9) 50 charges -28 Wand: Detect Magic (CL 1) 50 charges -1 Wand: Detect Secret Doors (CL 1) 50 charges Potion: Displacement 2 doses (1 used in fight w/ dread wraith and company) Potion: Cure Light Wounds (1d8+1) x 10, -3 Potion: Cure Serious Wounds (3d8+5) x 7, -1 Scroll Mage Armor (CL 1) x 5 (used: 1 ) Scroll Protection from Energy (CL 5) [NEED TO GET THIS INTO SPELLBOOK!!] Scroll, Lightning Bolt (CL 10) x[s]2[/s]0 (both used) Scroll, Dispel Magic (CL 10) x1 Scroll, See Invisibility (CL 10) x3 Scroll Obscuring Mist (CL 1) Scroll Remove Fear (CL 1) x3 Scroll Identify (CL 1) x2 Scroll Read Magic (CL 1) x3 Scroll Detect Magic (CL 1) x3 Scroll Remove Curse--NEEDED IN SPELLBOOK!!, Crushing Despair, Keen Edge, Alter Self [/sblock] [sblock=Mudane Equipment] (at least it's a small start!) Kept in Heward's Handy Haversack -very sharp razor -big cake of soap -spare clothing/boots detailed above -morning star (when in town, except when headed to Salty Bill's, and then it's worn normally) -spell focus for [i]Greater Mage Armor[/i] -scrolls/potions/other magic items that aren't already worn elsewhere Admiral's Uniform (stored on the [i]Crest Dancer[/i] when not worn. [Lots of gold braid on the sleeves and "scrambled eggs a-plenty" on the bill of the cap.] (50 gp) (just need to buy the rest of his equipment now!) [/sblock] [sblock=Gnurl's goody bag from Captain Marin] It is a messenger type bag with hard sides and a shouder strap. The bag is made of fine leather impressed with a paisley pattern. On the front of the bag is a small patch with an embrodered Marin and Son logo--twin lateen sails marked with a stylized double M on a background of blue that fades from dark navy at the bottom to azure at the top. The flap is held down by a lace. The bag has another tightly laced opening under the flap and you suspect that the bag would do an admirable job of keeping the contents dry if properly laced even in rough seas and spray. Inside the flap is a hidden sheath containing a large dagger. The bag contains a money pouch with a ring held to it by a couple of stitches, a tobacco pouch with a pipe protruding and two potion bottles. Some magic cast on the bag at its packing reveals the nature of the contents to Gnurl. The knowledge just springs to mind in a way that is harmless, but disconcerting none the less. The bag can be unfolded to make a lap desk with high quality pens, ink and paper ready to use. It also has a large protected pocket which can store spell a full set of spell books at only a 1/4 the normal thickness and weight. Books thus protected have +1 hardness and +2 hitpoints, are protected from normal water and have energy resistence 10 vs. acid, flame, cold, electric and s! onic energy. The pouch is filled with fine tobacco that smells vaguely of apples and spice. The pipe is walrus tusk and covered in scrimshaw etchings of a faces of many different sorts of humanoids. The pipe in addition to being a particularly good one, has the ability to blow special smoke rings up to three times a day that are the equivelent of dust of illusion. Smoker can blow them at willing or unwilling targets (DC: 12 reflex save if unwilling)as well as himself. The dagger is most unusual in design; the hilt has a heavy basket guard with raised studs that would be effective in defense or for punching as a non-lethal weapon. The twin blades are intertwined--one a shiny silver and the other a dull treated blue. (Think of a soft serve ice cream cone mixing chocolate and vanilla swirl.) The points diverge slightly ending about the width of a gnome's least finger apart. The blade has no edge being suited only to fighting with the point. There is a stud on the hilt that whe! n pressed allows a thunderstone to drop out of a compartment, ! so that it can be pulled free and tossed. The dagger holds two of these at a time and the bag contains 6 more sized to fit. The blades are alchemical silver and cold iron and the weapon is enchanted to be +2 to hit and damage. It is well made and superbly balanced, perhaps as well as any weapon you have ever held. However, the weapon is large for a dagger and heavy due to the twin blades and thick hilt guard making it somewhat awkward to use. (-1 to hit unless you take an exotic weapon proficiency to learn to fight with it.) Because of its size the dagger is able to deal considerable damage for a dagger (1d4 despite being sized for a Gnome) The stout construction of the guard and blade allow the weapon to be used purely for defense as a sort of shield. (+2 to AC if used as a buckler--you must be able to use shields or take the exotic weapon proficiency to use it this way.) The ring is a set with a blue stone and inlayed with a tiny Marin and son twin sail emblem that can only be seen on close inspection. The ring is a magical 'Mage's Ring'. Its power is as a ring of wizardry type I or II (you must decide each day). Additionally, the ring gives its wearer a +3 on spell craft and concentration skill checks. The coin pouch contains 3 pearls worth 100 gp each, assorted lesser gems worth a total of 100 gp and 50 gp in assorted coins. The first potion bottle contains two doses of Displacement, while the second contains two doses of Cure Moderate Wounds. Additionally, there is a payment of a 3000gp bank draft for your services in finding his son. [/sblock] [/QUOTE]
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