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- Name: Rin Corethrone
- Gender: Female
- Race: Gnome
- Age: 40
- Height: 3'10"
- Weight: 30
- XP: 3577
- Alingment: Chaotic Good
- Class: Level 1 Wizard Level 1 Alchemist
- Favored Class: Wizard(Hand of the Apprentice)
- Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.
- Deity: Torag
- Init +0; Senses Normal Perception +2
- Languages: Common, Sylvan, Gnome, Elven, Dwarven, Orc, Draconic.
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- STATISTICS
- STR 10(+0), DEX 13(+1), CON 10(+0), INT 18(+4), WIS 10(+0), CHR 12(+1)
- Base Attack +1 CMB 10; CMD 11
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- DEFENSES
- AC 16, Touch 11, flat footed 14 [Armor, Shield,Natural]
- (+1 Dex, +0 armour, +0 feats, +1 Small)
- hp 13 (1d6+1d8)
- Fort +2, Ref +3, Will +2
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- OFFENSE
- Speed 20
- Melee
- Single Attack
- [Rin's Greatsword, +2 (1d10)]
- Full Attack
- [Weapon +0/0 (damage)]
- Ranged
- Single Attack
- [hand of the Apprentice, +6 (1d10)]
- Full Attack
- [Weapon +0/0 (damage)]
- 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:
- A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
- A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
- Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
- Universalist School:
- Wizards who do not specialize (known as as universalists) have the most diversity of all arcane spellcasters.
- Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. 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 Intelligence modifier on 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 Intelligence modifier.
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- Cantrips:
- Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).
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- Scribe Scroll:
- At 1st level, a wizard gains Scribe Scroll as a bonus feat.
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- Alchemy (Su)
- Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potionlike extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
- An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
- Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
- An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
- Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1stlevel formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
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- Bomb (Su)
- In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
- Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
- Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.
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- Brew Potion (Ex)
- At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
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- Mutagen (Su)
- At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
- When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
- A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
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- Throw Anything (Ex)
- All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
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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----------------------------------------------(1 rank+2)(Class Skill+3)(Abimod+4)-Int|+08|
- Bluff-------------------------------------------------------------------------------------Cha|+01|
- Climb-------------------------------------------------------------------------------------Str|+00|
- Craft----------------------------------------(Alchemy)(2 Rank+2)(Class skill+3)(Abimod+4)-Int|+08|
- Craft----(Weapons)(Skill Focus+3)(T.BS+1)(Craftsmen+2)(2 Rank+2)(Class skill+3)(Abimod+4)-Int|+17|(+2 when using masterwork tools)(+3 if loops is within 1 mile)(+2 if Loops is helping)
- Craft-----------------------------(Armor)(Craftsmen+2)(2 Rank+2)(Class skill+3)(Abimod+4)-Int|+08|
- Diplomacy---------------------------------------------------------------------------------Cha|+01|
- Disable Device----------------------------------------------(Master Tinkerer+1)(Abimod+1)-Dex|+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)------------(Master Tinkerer+1)(1 Rank+1)(Class skill+3)(Abimod+4)-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--------------------------------------------(2 Rank+2)(Class skill+3)(Abimod+0)-Wis|+05|(+2 keen senses)
- Perform-----------------------------------------------------------------------------------Cha|+01|
- Profession--------------------------------------------------------------------------------Int|+04|
- Ride--------------------------------------------------------------------------------------Dex|+01|
- Sense Motive------------------------------------------------------------------------------Wis|+00|
- Sleight of Hand---------------------------------------------------------------------------Dex|+01|
- Spellcraft--------------------------------------------(2 Rank+2)(Class skill+3)(Abimod+4)-Int|+09|
- Stealth-----------------------------------------------------------------------------------Dex|+01|
- Survival----------------------------------------------(2 Rank+2)(Class skill+3)(Abimod+0)-Wis|+05|
- Swim--------------------------------------------------------------------------------------Str|+00|
- Use Magic Device--------------------------------------------------------------------------Cha|+01|
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- Casts per day
- Spells Three 0 lvl, Two 1st lvl
- Extracts 2 1st lvl
- 0 lvl spells
- Resistance
- Subject gains +1 on saving throws.
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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)
- Delay Poison
- Stops poison from harming target for 1 hour/level.
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- Stone Fist
- Your unarmed strikes are lethal.
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- Expeditious Retreat
- Your base speed increases by 30 ft.
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- Disguise Self
- Changes your appearance.
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- Cure Light Wounds
- Cures 1d8 damage + 1/level (max +5).
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- 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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- Bomber's Eye
- Increases thrown weapon range(10 ft), +1 attack.
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- Endure Elements
- Exist comfortably in hot or cold regions.
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- Enlarge Person
- Humanoid creature doubles in size.
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- Jump
- Subject gets bonus on Acrobatics checks. (+10)
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- Keen Senses
- Gain +2 Perception and low-light vision.
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- Targeted Bomb Admixture
- Empowers bombs you throw to deal more damage to a single creature.
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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---Rin's Chain Shirt----------(+4 AC, +4 MDB, +2 ACP, 20%, 20 ft, 25 lbs)
- 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)
- 6x---Boar, Ivory----------------(? 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: 15 pp 438 gp 178 sp 98 cp
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- Description:
- Rin has bluish silver skin and spiky metallic gold colored hair.
- She wears her leather gloves and boots with her pants and shirt sleeves tucked in. She wears her hair spiked upwards held there by her smoked goggles and also wears her backpack with most of her tools dangling off of it including her sword. Her red scarf is usually over her mouth and goes about half way down her back.
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- Backstory:
- Rin is a gnome, a very smart, very lucky gnome. When Rin was a young infant her true parents for whatever reason put her in an orphanage. Brakis Corethrone was the Head Smith of the dwarven captial city of Highhelm, who's only earthly wishes where to have a child with his now deceased wife and live out his days as the blacksmith he had always been. But ever since his wife passed he has been unable to enter his forge. Brakis set out from his home in the five kings mountains in search of inspiration. The Corethrones where almost as suprised by his smile upon returning as they where at the child he held wrapped in his arms. The family was none to happy at first due to the supposed inevitable bleaching that would no doubt accour sooner than is normal for gnomes as they suspect that Rin, as the orphanage had called her would no doubt be subject to insurmountable boredom at the life of a dwarf. They where surprised to find that quite to the contrary Rin was especially talented at two things Black smithing, and magic. Possessing a knack for both at an early age they would send her to a school where she could hone her skills and graduate far beyond her fellow peers as he boundless intellect shone through. Having only recently graduated from the school she had been attending for all her life Rin was running out of things to do in her home of the five king's mountains. Seeing not many alternatives Rin gathered her things and departed from her home, eager to see what life beyond the mountain had to offer the young prodigy.
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- Loops
- Loops's behavior is more associated with feline behavior than that of real life lemurs. Her wings appear to retract within the fur of her arms and she appeared to have four fingers and two additional ones within the wing membrane that can be seen when she extends her wings. Loops has large flexible ears and a long prehensile tail. Her fur is mostly Black with some select subtle purple stripes and a greyish-black face which has two proportionately large curious blue eyes.
- Female Winged Lemur(Valet)
- XP Same as Rin
- N Tiny animal
- Init +2; Senses low-light vision; Perception +1
- DEFENSE
- AC 15, touch 14, flat-footed 12 (+2 Dex, +2 size)
- hp 3 (Half of Rin's maximum health)
- Fort +1, Ref +4, Will +1
- OFFENSE
- Speed 20 ft., fly 40 ft. (clumsy)
- Melee bite +4 (1d3-4)
- Space 2-1/2 ft.; Reach 0 ft.
- STATISTICS
- Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 6
- Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
- Feats Acrobatic, Weapon Finesse
- Skills Acrobatics +8 (+12 when jumping), Climb +10, Fly +4; Racial Modifiers +11 Acrobatics (+8 when jumping), +8 Climb
- SQ glide
- SPECIAL ABILITIES
- Glide (Ex)
- A Winged Lemur cannot use its fly speed to hover. When flying, a flying squirrel must end its movement at least 5 feet lower in elevation than where it started.
- Familiar
- The master of a Winged Lemur familiar gains a +3 bonus on Craft(Weapon) checks.
- Class Skills:
- A valet treats Craft, Perform, and Profession as class skills.
- Able Assistant (Ex):
- A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and
- item creation feats he possesses.
- This ability replaces Alertness.
- (Cooperative Crafting
- Your assistance makes item crafting far more efficient.
- Prerequisites: 1 rank in any Craft skill, any item creation feat.
- Benefit: You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day.)
- Prestidigitation (Sp):
- A valet can use prestidigitation once per hour.
- Teammate (Ex):
- A valet is considered to have all the teamwork feats its master has.
- Improved Evasion (Ex):
- When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
- Share Spells:
- The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
- Empathic Link (Su):
- The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
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