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- Name:
- Gender: Female
- Race: Gnome
- Age:
- Height:
- Weight:
- XP:
- Alingment:
- Class: Wizard
- Favored Class:
- Deity:
- Init +0; Senses Normal Perception +2
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- STATISTICS
- STR 10(+0), DEX 10(+0), CON 10(+0), INT 10(+0), WIS 10(+0), CHR 10(+0)
- Base Attack +0 CMB 10; CMD 10
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- DEFENSES
- AC 10, Touch 10, flat footed 10 [Armor, Shield,Natural]
- (+0 Dex, +0 armour, +0 feats, +1 Small)
- hp 6 (1d6+0d0)
- Fort +0, Ref +0, Will +0
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- OFFENSE
- Speed 30
- Melee
- Single Attack
- Full Attack
- Ranged
- Single Attack
- Full Attack
- Special Attacks
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- Class/racial traits
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- Ability Score Racial Traits:
- Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
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- Type:
- Gnomes are Humanoid creatures with the gnome subtype.
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- Size:
- Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
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- Base Speed:
- (Slow Speed) Gnomes have a base speed of 20 feet.
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- Languages:
- Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
- Defense Racial Traits
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- Keen Senses:
- Gnomes receive a +2 racial bonus on Perception checks.
- Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
- Magical Racial Traits
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- Gnome Magic:
- Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
- Offense Racial Traits
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- Low-Light Vision:
- Gnomes can see twice as far as humans in conditions of dim light.
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- Master Tinker:
- 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.
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- Adopted:
- You were adopted and raised by someone not of your actual race, and raised in a society not your own.
- Benefit: You picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.
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- Craftsman:(Adopted)
- Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.
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- Talented Blacksmith:
- You are a master weapon and shield craftsman.
- Choose: Either Craft (armor) or Craft (weapons).
- Benefit You gain a +1 trait bonus on the chosen skill, and it becomes a class skill for you.
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- Weapon and Armor Proficiency:
- Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
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- Spells:
- A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.
- To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
- A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
- A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
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- Bonus Languages:
- A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
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- Arcane Bond (Ex or Sp):
- At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.
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- Arcane School:
- Universalist School:
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- Cantrips:
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- Scribe Scroll:
- At 1st level, a wizard gains Scribe Scroll as a bonus feat.
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- Class Features/Extraordinary Abilities (Ex)
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- Feats
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- Scribe Scroll:
- Create magic scrolls
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- Skill Focus:(Craft(Weapon))
- +3 bonus on one skill (+6 at 10 ranks)
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- Skills
- Acrobatics--------------------------------------------------------------------------------Dex|+01|
- Appraise----------------------------------------------------------------------------------Int|+08|
- Bluff-------------------------------------------------------------------------------------Cha|+01|
- Climb-------------------------------------------------------------------------------------Str|+00|
- Craft----
- Craft------------------------------Int|+08|
- Diplomacy---------------------------------------------------------------------------------Cha|+01|
- Disable Device----------------------------------------------|+02|
- Disguise----------------------------------------------------------------------------------Cha|+01|
- Escape Artist-----------------------------------------------------------------------------Dex|+01|
- Fly---------------------------------------------------------------------------------------Dex|+01|
- Handle Animal-----------------------------------------------------------------------------Cha|+01|
- Heal--------------------------------------------------------------------------------------Wis|+00|
- Intimidate--------------------------------------------------------------------------------Cha|+01|
- Knowledge (arcana)------------------------------------------------------------------------Int|+04|
- Knowledge (dungeoneering)-----------------------------------------------------------------Int|+04|
- Knowledge (engineering)-------------Int|+09|
- Knowledge (geography)---------------------------------------------------------------------Int|+04|
- Knowledge (history)-----------------------------------------------------------------------Int|+04|
- Knowledge (local)-------------------------------------------------------------------------Int|+04|
- Knowledge (nature)------------------------------------------------------------------------Int|+04|
- Knowledge (nobility)----------------------------------------------------------------------Int|+04|
- Knowledge (planes)------------------------------------------------------------------------Int|+04|
- Knowledge (religion)----------------------------------------------------------------------Int|+04|
- Linguistics-------------------------------------------------------------------------------Int|+04|
- Perception--------------------------------------------------------------------------------Wis|+00|(+2 keen senses)
- Perform-----------------------------------------------------------------------------------Cha|+01|
- Profession---------------------------------------------Int|+04|
- Ride--------------------------------------------------------------------------------------Dex|+01|
- Sense Motive------------------------------------------------------------------------------Wis|+00|
- Sleight of Hand---------------------------------------------------------------------------Dex|+01|
- Spellcraft---------------------------------------------Int|+08|
- Stealth-----------------------------------------------------------------------------------Dex|+01|
- Survival----------------------------------------------------------------------------------Wis|+00|
- Swim--------------------------------------------------------------------------------------Str|+00|
- Use Magic Device--------------------------------------------------------------------------Cha|+01|
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- Spells Three 0 lvl, Two 1st lvl
- 0 lvl Cantrips(Jolt, Light, Mage Hand)
- 0 lvl prepared(Mage Armor, Floating Disk)
- 0 lvl spells
- Resistance
- Subject gains +1 on saving throws. CRB
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- Acid Splash
- Orb deals 1d3 acid damage.
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- Drench
- A sudden downpour soaks a target creature or object.
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- Detect Magic
- Detects all spells and magic items within 60 ft.
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- Detect Poison
- Detects poison in one creature or small object.
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- Read Magic
- Read scrolls and spellbooks.
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- Daze
- A single humanoid creature with 4 HD or less loses its next action.
- Evocation
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- Breeze
- Create a light wind that blows against target from direction of your choice.
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- Dancing Lights
- Creates torches or other lights.
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- Flare
- Dazzles one creature (–1 on attack rolls).
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- Light
- Object shines like a torch.
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- Penumbra
- Protects creature or object touched from bright light.
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- Ray of Frost
- Ray deals 1d3 cold damage.
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- Scoop
- Create a scoop of force to pick up or carry liquids.
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- Spark
- Ignites flammable objects.
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- Ghost Sound
- Figment sounds.
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- Haunted Fey Aspect
- You surround yourself with disturbing illusions.
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- Bleed
- Cause a stabilized creature to resume dying.
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- Disrupt Undead
- Deals 1d6 damage to one undead.
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- Touch of Fatigue
- Touch attack fatigues target.
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- Jolt
- Deal 1d3 electrical damage with a ranged touch attack
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- Mage Hand
- 5-pound telekinesis
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- Mending
- Makes minor repairs on an object.
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- Message
- Whisper conversation at distance.
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- Open/Close
- Opens or closes small or light things.
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- Root
- Reinforces a subjects defense against being moved or tripped.
- Universal
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- Arcane Mark
- Inscribes a personal rune on an object or creature (visible or invisible).
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- Prestidigitation
- Performs minor tricks.
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- 1st lvl(Shield, Mage Armor, Crafter's Fortune, True Strike, Magic Weapon, Magic Missile, Charm Person, Floating Disk)
- Shield:
- Invisible disc gives +4 to AC, blocks magic missiles.
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- Mage Armor:
- Gives subject +4 armor bonus.
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- Crafter's Fortune:
- Subject gains +5 on next Craft check.
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- True Strike:
- +20 on your next attack roll.
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- Magic Weapon:
- Weapon gains +1 bonus
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- Magic Missile:
- 1d4+1 damage; +1 missile per two levels
- above 1st (max 5).
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- Charm Person:
- Makes one person your friend.
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- Floating Disk:
- Creates 3-ft.-diameter horizontal disk that
- holds 100 lbs./level.
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- Identify
- +10 to spellcraft checks to identify magic items in my possession.
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- Silent Image
- Create a 10ft by 10ft illusion
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- Reduce Person
- Reduce someones size by 1.
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- Unseen Servant
- An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command.
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- Inventory (85 lbs out of 86.5)
- 1x---Artisans clothing----------(Leather apron, loose white long sleeve shirt, Tough brown pants, thick leather gloves and boots, 4 lbs)
- 1x---Red Scarf------------------(1/2 lbs)
- 1x---Smoked Goggles-------------(- lbs)
- 1x---Rin's Greatsword-----------(Small tinkered Greatsword, 1d10 damage, 19–20/×2 crit, 4 lbs, Slashing, Bonded, Small)
- 1x---Masterwork Backpack--------(2 lbs)
- 1x---Masterwork Atrisan's tools-(2 lbs)
- 1x---Crowbar--------------------(2 lbs)
- 1x---Grappling hook-------------(4 lbs)
- 1x---Rope, silk-----------------(50 ft, 5 lbs)
- 1x---Waterskin------------------(4 lbs)
- 1x---Whetstone------------------(1 lbs)
- 1x---Anvil----------------------(10 lbs)
- 1x---Bellows--------------------(3 lbs)
- 1x---Sledge---------------------(5 lbs)
- 1x---Shovel, common-------------(4 lbs)
- 1x---Hammer---------------------(1 lbs)
- 1x---Waterproof Bag-------------(1/2 lbs)
- 1x---Potion of cure light wounds(1d8+1 hp)
- 1x---Charter of Exploration of the Greenbelt
- 2x---Wizards Spell Book---------(3 lbs)
- 10x--Paper----------------------(- lbs)
- 2x---Ink------------------------(2 ounces, - lbs)
- 7x---Writing Quill--------------(- lbs)
- 8x--Rations, trail--------------(1 lb)
- 1x---Bedroll--------------------(5 lbs)
- 1x---Flint And Steel------------(- lbs)
- 1x---Grooming Kit---------------(2 lbs, comb, scissors, nail file, sponge, hairbrush, miniature mirror, soap, chewing stick, and tooth powder.)
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- Money: 45 gp 98 sp 98 cp
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- Description:
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- Backstory:
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