Pathfinder - Legacy of Fire
Fortune-telling Gnome Sorcerer, and brother of Nini
DING CR 1/2
Male Gnome Sorcerer 1
CG Small Humanoid (Gnome)
Init + 2; Senses Low-Light Vision; Perception + 0
AC 13, touch 13, flat-footed 11 (+ 2 Dex, + 1 size)
hp 7 (1d6+1)
Fort + 1, Ref + 2, Will + 0
Spd 20 ft.
Melee Dagger + 1 (1d3/19-20/x2) and
Dart + 1 (1d3/20/x2) and
Unarmed Strike + 1 (1d2/20/x2) and
Wooden Stake + 1 (1d3/20/x2)
Ranged Blowgun + 3 (1/20/x2) and
Sling + 3 (1d3/20/x2) and
Sling + 3 (1d3/20/x2)
Special Attacks Elemental Ray (6/day)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Mage Hand (1/day), Prestidigitation (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Sorcerer Spells Known (CL 1, + 1 melee touch, + 3 ranged touch):
1 (4/day) Comprehend Languages, Detect Secret Doors
0 (at will) Read Magic, Ghost Sound (DC 14), Detect Magic, Open/Close (DC 13)
Str 10, Dex 14, Con 12, Int 16, Wis 7, Cha 17
Base Atk + 0; CMB - 1; CMD 11
Feats Eschew Materials, Gnome Trickster
Traits Dangerously Curious, Seeking Adventure
Skills Craft: Painting + 1, Disable Device + 1, Fly + 4, Knowledge: Arcana + 7, Perception + 0, Profession: Fortune-Teller + 4, Sleight of Hand + 3, Spellcraft + 7, Stealth + 6, Use Magic Device + 8
Languages Draconic, Dwarven, Elven, Gnome, Sylvan
SQ Bellows, Cold weather outfit, Compass, Elemental: Air, Eternal Hope (1/day), Fortune-Teller’s Deck, Quality, Gnome Magic, Illusion Resistance, Snowshoes
Combat Gear Blowgun, Dart, Dagger, Sling, Sling, Wooden Stake
Other Gear Artisan’s tools: Craft: Painting, Backpack (15 @ 7.5 lbs), Bedroll, Bellows, Blanket, Bouy, Common, Case, map or scroll (empty), Chalk, 1 piece, Chest, Small (6 @ 27.25 lbs), Cold weather outfit, Compass, Fishhook, Flint and steel, Fortune-Teller’s Deck, Quality, Mirror, small steel, Paper (sheet) (2), Pouch, belt (1 @ 0.32 lbs), Rations, trail (per day) (4), Scarf, Pocketed, Smoke Pellet, Snowshoes, Spell component pouch, String (50’), Thieves’ tools, Waterskin
Bellows + 1 Survival to start fires.
Cold weather outfit + 5 Fort save vs. cold weather.
Compass + 2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Elemental Ray (6/day) (Sp) Ranged touch attack deals 1d6 Electricity damage
Elemental: Air You may change any energy spell to use [Electricity] energy.
Eschew Materials Cast without materials, if material cost is <=>
Eternal Hope (1/day) + 2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Fortune-Teller’s Deck, Quality + 1 to Profession: Fortune-Teller or Profession: Medium
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Gnome Magic + 1 to the save DC of all illusions spells you cast.
Illusion Resistance + 2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Snowshoes -50% walking penalty for heavy snow.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.