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Vadid Kicth Guthale Wordstrummer

Vadid Kicth Guthale Wordstrummer

 

Male Tinker Gnome Enchanter 16

Chaotic Good

 

Strength 8 (-1)

Dexterity 13 (+1)

Constitution 15 (+2)

Intelligence 34 (+11)

Wisdom 10 (+0)

Charisma 11 (+0)

Size: Small

Height: 3' 2"

Weight: 40 lb

Skin: Brown

Eyes: Blue

Hair: White; Curly

 

 

 

Specialty: Enchantment

 

Gave up: Conjuration Necromancy

 

Total Hit Points: 79

 

Speed: 20 feet

 

Armor Class: 12 = 10 +1 [dexterity] +1 [small]

Touch AC: 12

Flat-footed: 11

Initiative modifier: +1 = +1 [dexterity]

Fortitude save: +7 = 5 [base] +2 [constitution]

Reflex save: +6 = 5 [base] +1 [dexterity]

Will save: +12 = 10 [base] +2 [tinker gnome]

Attack (handheld): +8/+3 = 8 [base] -1 [strength] +1 [small]

Attack (unarmed): +8/+3 = 8 [base] -1 [strength] +1 [small]

Attack (missile): +10/+5 = 8 [base] +1 [dexterity] +1 [small]

Grapple check: +3/+-2 = 8 [base] -1 [strength] -4 [small]

 

Light load:

Medium load:

Heavy load:

Lift over head:

Lift off ground:

Push or drag: 20 lb. or less

20-40 lb.

41-60 lb.

60 lb.

120 lb.

300 lb.

 

 

Languages: Common Draconic Dwarven Elven Giant Gnome goblin Orc

 

 

Raven familiar

 

 

Feats:Combat Casting

Eschew Materials

Spell Focus (Enchantment)

Greater Spell Focus (Enchantment)

Craft Rod

Craft Wondrous Item

Forge Ring

Scribe Scroll [free to wizard]

Enlarge Spell

Quicken Spell

 

 

Traits:

 

Skill Name Key

Ability Skill

Modifier Ability

Modifier Ranks Misc.

Modifier

Appraise Int 8 = +6 +2 [raven]

Balance Dex* 1 = +1

Bluff Cha 9.5 = +0 +9.5

Climb Str* -1 = -1

Concentration Con 21 = +2 +19

Craft_1 Int 25 = +6 +19

Craft_2 Int 9 = +6 +3

Craft_3 Int 6 = +6

Decipher Script Int 21 = +6 +15

Diplomacy Cha 2 = +0 +2 [bluff]

Disguise Cha 0 = +0

Escape Artist Dex* 1 = +1

Forgery Int 15.5 = +6 +9.5

Gather Information Cha 0 = +0

Heal Wis 0 = +0

Hide Dex* 5 = +1 +4 [small]

Intimidate Cha 2 = +0 +2 [bluff]

Jump Str* -7 = -1 -6 [speed 20]

Knowledge (arcana) Int 25 = +6 +19

Listen Wis 0 = +0

Move Silently Dex* 1 = +1

Perform_1 Cha 0 = +0

Perform_2 Cha 0 = +0

Perform_3 Cha 0 = +0

Perform_4 Cha 0 = +0

Perform_5 Cha 0 = +0

Ride Dex 1 = +1

Search Int 6 = +6

Sense Motive Wis 0 = +0

Spellcraft Int 27 = +6 +19 +2 [Knowledge, arcane]

Spot Wis 0 = +0

Survival Wis 0 = +0

Swim Str** -1 = -1

Use Rope Dex 1 = +1

 

 

* = check penalty for wearing armor

 

Bluff >=5 ranks gives +2 on disguise checks to act in character.

Craft_1 >=5 ranks gives +2 on related appraise checks.

If the familiar is within reach, +2 on spot and listen ("alertness").

 

Zero-level Enchanter spells: 5 (4+1) per day

Abjuration

Resistance:Subject gains +1 on saving throws.

Divination

Detect Poison:Detects poison in one creature or small object.

*Detect Magic: Detects spells and magic items within 60 ft.

*Read Magic: Read scrolls and spellbooks.

Enchantment

*Daze: Humanoid creature of 4 HD or less loses next action.

Evocation

**Disrobe

Dancing Lights: Creates torches or other lights.

Flare: Dazzles one creature (–1 on attack rolls).

Light: Object shines like a torch.

Ray of Frost: Ray deals 1d3 cold damage.

Illusion

 

Transmutation

Mage Hand: 5-pound telekinesis.

Mending: Makes minor repairs on an object.

Message: Whispered conversation at distance.

Open/Close: Opens or closes small or light things.

Universal

Arcane Mark: Inscribes a personal rune (visible or invisible).

Prestidigitation: Performs minor tricks.

 

First-level Enchanter spells: 7 (4+2+1) per day

 

Abjuration

*Alarm: Wards an area for 2 hours/level.

Endure Elements: Exist comfortably in hot or cold environments.

Hold Portal: Holds door shut.

Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.

 

Divination

*Comprehend Languages: You understand all spoken and written languages.

Detect Secret Doors: Reveals hidden doors within 60 ft.

Detect Undead: Reveals undead within 60 ft.

**Identify M: Determines properties of magic item.

True Strike: +20 on your next attack roll.

 

Enchantment Charm Person: Makes one person your friend.

 

**Hypnotism: Fascinates 2d4 HD of creatures.

 

Sleep: Puts 4 HD of creatures into magical slumber.

Evocation Burning Hands: 1d4/level fire damage (max 5d4).

 

Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.

 

Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).

 

Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

Illusion

Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.

Disguise Self: Changes your appearance.

Magic Aura: Alters object’s magic aura.

Silent Image: Creates minor illusion of your design.

*Ventriloquism: Throws voice for 1 min./level.

 

Transmutation

Animate Rope: Makes a rope move at your command.

Enlarge Person: Humanoid creature doubles in size.

Erase: Mundane or magical writing vanishes.

Expeditious Retreat: Your speed increases by 30 ft.

Feather Fall: Objects or creatures fall slowly.

Jump: Subject gets bonus on Jump checks.

Magic Weapon: Weapon gains +1 bonus.

Reduce Person: Humanoid creature halves in size.

 

Abjuration

Arcane Lock M: Magically locks a portal or chest.

Obscure Object: Masks object against scrying.

Protection from Arrows: Subject immune to most ranged attacks.

Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.

 

Second-level Enchanter spells: 7 (4+2+1) per day

 

Divination

**Detect Thoughts: Allows “listening” to surface thoughts.

Locate Object: Senses direction toward object (specific or type).

See Invisibility: Reveals invisible creatures or objects.

 

Enchantment

Daze Monster: Living creature of 6 HD or less loses next action.

**Hideous Laughter: Subject loses actions for 1 round/level.

T**ouch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.

 

Evocation

Continual Flame M: Makes a permanent, heatless torch.

Darkness: 20-ft. radius of supernatural shadow.

Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.

Gust of Wind: Blows away or knocks down smaller creatures.

Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).

*Shatter: Sonic vibration damages objects or crystalline creatures.

 

Illusion

Blur: Attacks miss subject 20% of the time.

Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.

Invisibility: Subject is invisible for 1 min./level or until it attacks.

Magic Mouth M: Speaks once when triggered.

Minor Image: As silent image, plus some sound.

Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).

Misdirection: Misleads divinations for one creature or object.

Phantom Trap M: Makes item seem trapped.

 

Transmutation

Alter Self: Assume form of a similar creature.

Bear’s Endurance: Subject gains +4 to Con for 1 min./level.

Bull’s Strength: Subject gains +4 to Str for 1 min./level.

Cat’s Grace: Subject gains +4 to Dex for 1 min./level.

Darkvision: See 60 ft. in total darkness.

Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.

Fox’s Cunning: Subject gains +4 Int for 1 min./level.

Knock: Opens locked or magically sealed door.

Levitate: Subject moves up and down at your direction.

Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.

Pyrotechnics: Turns fire into blinding light or choking smoke.

Rope Trick: As many as eight creatures hide in extradimensional space.

Spider Climb: Grants ability to walk on walls and ceilings.

Whispering Wind: Sends a short message 1 mile/level.

 

Third-level Enchanter spells: 6 (4+1+1) per day

Abjuration

Dispel Magic: Cancels magical spells and effects.

******Explosive Runes: Deals 6d6 damage when read.

Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.

Nondetection M: Hides subject from divination, scrying.

Protection from Energy: Absorb 12 points/level of damage from one kind of energy

 

Divination

Arcane Sight: Magical auras become visible to you.

Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.

Tongues: Speak any language.

 

Enchantment

Deep Slumber: Puts 10 HD of creatures to sleep.

Heroism: Gives +2 bonus on attack rolls, saves, skill checks.

Hold Person: Paralyzes one humanoid for 1 round/level.

Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.

Suggestion: Compels subject to follow stated course of action.

 

Evocation

Daylight: 60-ft. radius of bright light.

Fireball: 1d6 damage per level, 20-ft. radius.

Lightning Bolt: Electricity deals 1d6/level damage.

Tiny Hut: Creates shelter for ten creatures.

Wind Wall: Deflects arrows, smaller creatures, and gases.

Illusion

Displacement: Attacks miss subject 50%.

Illusory Script M: Only intended reader can decipher.

Invisibility Sphere: Makes everyone within 10 ft. invisible.

Major Image: As silent image, plus sound, smell and thermal effects.

 

Transmutation Blink:

You randomly vanish and reappear for 1 round/level.

Flame Arrow: Arrows deal +1d6 fire damage.

Fly: Subject flies at speed of 60 ft.

Gaseous Form: Subject becomes insubstantial and can fly slowly.

Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.

Keen Edge: Doubles normal weapon’s threat range.

Magic Weapon, Greater: +1/four levels (max +5).

Secret Page: Changes one page to hide its real content.

Shrink Item: Object shrinks to one-sixteenth size.

Slow: One subject/level takes only one action/round, –2 to AC, –2 on attack rolls.

Water Breathing: Subjects can breathe underwater.

 

Fourth-level Enchanter spells: 6 (4+1+1) per day

Abjuration

Dimensional Anchor: Bars extradimensional movement.

Fire Trap M: Opened object deals 1d4 damage +1/level.

Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.

Remove Curse: Frees object or person from curse.

Stoneskin M: Ignore 10 points of damage per attack.

 

Divination

Arcane Eye: Invisible floating eye moves 30 ft./round.

Detect Scrying: Alerts you of magical eavesdropping.

Locate Creature: Indicates direction to familiar creature.

Scrying F: Spies on subject from a distance.

 

Enchantment

Charm Monster: Makes monster believe it is your ally.

* Confusion: Subjects behave oddly for 1 round/level.

Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.

Geas, Lesser: Commands subject of 7 HD or less.

 

Evocation

Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.

Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.

Resilient Sphere: Force globe protects but traps one subject.

Shout: Deafens all within cone and deals 5d6 sonic damage.

Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall

deals 2d6 damage +1/level.

Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.

 

Illusion

Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).

Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.

Invisibility, Greater: As invisibility, but subject can attack and stay invisible.

Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.

Rainbow Pattern: Lights fascinate 24 HD of creatures.

*Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.

 

Transmutation

Enlarge Person, Mass: Enlarges several creatures.

**** Mnemonic Enhancer F: Wizard only. Prepares extra spells or retains one just cast.

Polymorph: Gives one willing subject a new form.

Reduce Person, Mass: Reduces several creatures.

Stone Shape: Sculpts stone into any shape.

 

Fifth-level Enchanter spells: 6 (4+1+1) per day

 

Abjuration

*Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.

Dismissal: Forces a creature to return to native plane.

Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.

 

Divination

Contact Other Plane: Lets you ask question of extraplanar entity.

Prying Eyes: 1d4 +1/level floating eyes scout for you.

Telepathic Bond: Link lets allies communicate.

Enchantment

Dominate Person: Controls humanoid telepathically.

**Feeblemind: Subject’s Int and Cha drop to 1.

Hold Monster: As hold person, but any creature.

*Mind Fog: Subjects in fog get –10 to Wis and Will checks.

*Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.

Evocation

Cone of Cold: 1d6/level cold damage.

Interposing Hand: Hand provides cover against one opponent.

Sending: Delivers short message anywhere, instantly.

Wall of Force: Wall is immune to damage.

Illusion

Dream: Sends message to anyone sleeping.

False Vision M: Fools scrying with an illusion.

Mirage Arcana: As hallucinatory terrain, plus structures.

Nightmare: Sends vision dealing 1d10 damage, fatigue.

Persistent Image: As major image, but no concentration required.

Seeming: Changes appearance of one person per two levels.

*Shadow Evocation: Mimics evocation below 5th level, but only 20% real.

Sixth-level Enchanter spells: 5 (3+1+1) per day

Abjuration

Antimagic Field: Negates magic within 10 ft.

Dispel Magic, Greater: As dispel magic, but +20 on check.

*Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.

Guards and Wards: Array of magic effects protect area.

Repulsion: Creatures can’t approach you.

Divination

*Analyze Dweomer F: Reveals magical aspects of subject.

*Legend Lore M F: Lets you learn tales about a person, place, or thing.

True Seeing M: Lets you see all things as they really are.

 

Enchantment

Geas/Quest: As lesser geas, plus it affects any creature.

Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.

Suggestion, Mass: As suggestion, plus one subject/level.

Symbol of Persuasion M: Triggered rune charms nearby creatures.

Evocation Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.

*Contingency F: Sets trigger condition for another spell.

*Forceful Hand: Hand pushes creatures away.

Freezing Sphere: Freezes water or deals cold damage.

Illusion

Mislead: Turns you invisible and creates illusory double.

Permanent Image: Includes sight, sound, and smell.

Programmed Image M: As major image, plus triggered by event.

Shadow Walk: Step into shadow to travel rapidly.

Veil: Changes appearance of group of creatures.

 

Transmutation

Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.

Bull’s Strength, Mass: As bull’s strength, affects one subject/ level.

Cat’s Grace, Mass: As cat’s grace, affects one subject/level.

Control Water: Raises or lowers bodies of water.

Disintegrate: Makes one creature or object vanish.

Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.

Flesh to Stone: Turns subject creature into statue.

Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.

Mage’s Lucubration: Wizard only. Recalls spell of 5th level or lower.

Move Earth: Digs trenches and build hills.

Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ level.

Stone to Flesh: Restores petrified creature.

Transformation M: You gain combat bonuses.

 

Seventh-level Enchanter spells: 4 (3+1) per day

 

Abjuration

Banishment: Banishes 2 HD/level of extraplanar creatures.

Sequester: Subject is invisible to sight and scrying; renders creature comatose.

Spell Turning: Reflect 1d4+6 spell levels back at caster.

 

Divination

Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.

Scrying, Greater: As scrying, but faster and longer.

Vision M X: As legend lore, but quicker and strenuous.

Enchantment Hold Person, Mass: As hold person, but all within 30 ft.

Insanity: Subject suffers continuous confusion.

***Power Word Blind: Blinds creature with 200 hp or less.

*Symbol of Stunning M: Triggered rune stuns nearby creatures.

Evocation Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.

Forcecage M: Cube or cage of force imprisons all inside.

Grasping Hand: Hand provides cover, pushes, or grapples.

Mage’s Sword F: Floating magic blade strikes opponents.

Prismatic Spray: Rays hit subjects with variety of effects.

Illusion

Invisibility, Mass: As invisibility, but affects all in range.

Project Image: Illusory double can talk and cast spells.

Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.

Simulacrum M X: Creates partially real double of a creature.

 

Transmutation

Control Weather: Changes weather in local area.

Ethereal Jaunt: You become ethereal for 1 round/level.

Reverse Gravity: Objects and creatures fall upward.

Statue: Subject can become a statue at will.

 

Universal

Limited Wish X: Alters reality—within spell limits.

 

Eighth-level Enchanter spells: 3 (2+1) per day

Abjuration

Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.

Mind Blank: Subject is immune to mental/emotional magic and scrying.

Prismatic Wall: Wall’s colors have array of effects.

Protection from Spells M F: Confers +8 resistance bonus.

Divination

Discern Location: Reveals exact location of creature or object.

Moment of Prescience: You gain insight bonus on single attack roll, check, or save.

Prying Eyes, Greater: As prying eyes, but eyes have true seeing.

Enchantment

*Antipathy: Object or location affected by spell repels certain creatures.

Binding M: Utilizes an array of techniques to imprison a creature.

Charm Monster, Mass: As charm monster, but all within 30 ft.

Demand: As sending, plus you can send suggestion.

Irresistible Dance: Forces subject to dance.

**Power Word Stun: Stuns creature with 150 hp or less.

Symbol of Insanity M: Triggered rune renders nearby creatures insane.

Sympathy F: Object or location attracts certain creatures.

Evocation

Clenched Fist: Large hand provides cover, pushes, or attacks your foes.

Polar Ray: Ranged touch attack deals 1d6/level cold damage.

Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.

Sunburst: Blinds all within 10 ft., deals 6d6 damage.

Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.

Illusion

Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.

Screen: Illusion hides area from vision, scrying.

Transmutation

Iron Body: Your body becomes living iron.

Polymorph Any Object: Changes any subject into anything else.

Temporal Stasis M: Puts subject into suspended animation.

 

Tinker Gnome:

 

+2 dexterity / +2 intelligence / -2 wisdom / -2 strength (already included)

 

Small (combat bonuses, +4 to hide already included)

 

Guild membership

 

+2 on will saves (already included)

 

+2 bonus on Craft (alchemy)

 

Wizard (Enchanter):

 

Familiar / Alertness, etc.

 

Bonus Feats (already included)

 

High intelligence gains bonus spells daily

 

Specialist gets 1 extra enchantment spell/level/day

 

 

Class HP rolled

Level 1: Enchanter 4

Level 2: Enchanter 4

Level 3: Enchanter 4

Level 4: Enchanter 3 +1 to intelligence

Level 5: Enchanter 3

Level 6: Enchanter 4

Level 7: Enchanter 3

Level 8: Enchanter 4 +1 to intelligence

Level 9: Enchanter 3

Level 10: Enchanter 1

Level 11: Enchanter 2

Level 12: Enchanter 1 +1 to intelligence

Level 13: Enchanter 2

Level 14: Enchanter 4

Level 15: Enchanter 4

Level 16: Enchanter 1 +1 to intelligence

 

 

 

 

Ur'locgru Wordspinner's Equipment:

 

0 lb

3 lb

_____

3 lb Weapons / Armor / Shield (from above)

Spellbook x1

 

Total

 

 

 

 

 

Raven familiar: Str 1 Dex 15 Con 10 Int 13 Wis 14 Chr 6; Hit points: 39; Initiative +2 (dex); Speed 10 ft., fly 40 ft. (average); AC: 22 (+2 size, +2 dex, +8 level); Claws +4 melee 1d2-5 Fort +5, Ref +7, Will +12, Listen +6, Spot +6; speaks one character language Alertness feat when in arm's reach; improved evasion; share spells; empathic link; deliver touch spells; speak with master; speak with birds; spell resistance 21; scry on familiar;

 

More about Ur'locgru Wordspinner:

 

Items: Headband of Int +6, Manuel of int +6, ring of mind shielding, ring of spell storing major, rod of wonder.

 

Personality: Fun loving and rarely serious. He enjoy playing pranks but most of all, annoying the headmaster of the library is his favorite pastime.

 

History: Vadid Wordstrummer is the very unlikely offspring of an unlikely pair. Considering how closely dwarves and deep gnomes live, it was only a matter of time until half-breeds emerged. Dwalf-dwarf half-gnomes. His parents were both mixed from both races and gave birth to four children. Two of which were half like their parents, one was born as a pure blooded dwarf and Vadid got the pure gnome blood.

 

Ever since they were little, the pure dwarf brother and Vadid never got a long real well. Vadid was always playing pranks on brother Dorgan who would get mad and try to hit him with a hammer. As they got older, they took a liking to magic. Dorgan found magic in names while Vadid found magic in singular words. Armed with magic, their feuds grew more intense until one day, Vadid went too far. Experimenting with a memory spell, Vadid accidentally made Dorgan forget the names of his parents and all words used to describe parents, care givers, providers. He's unable to talk about them except for them.

 

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Uploaded on November 1, 2011
Taken on October 31, 2011