Difference between revisions of "Gunthabairhts Andaila Audafuns Ahtafriths-Liudabadws' Character Sheet (Pathfinder)"

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(Created page with " SPECIAL ABILITIES *Hakani Gnomes are natural magical tinker and gain UMD instead. *Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to f...")
 
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Copied from a nightly build of pcgen, so mistakes are likely...
  
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<table class="name">
 +
<tr>
 +
<td class="name">GUNTHABAIRHTS ANDAILA AUDAFUNS AHTAFRITHS-LIUDABADWS</td>
 +
<td class="name" align="right">CR 2
 +
</td>
 +
</tr>
 +
</table>
  
SPECIAL ABILITIES  
+
<!-- xp award -->
*Hakani Gnomes are natural magical tinker and gain UMD instead.  
+
<p class="xp">
*Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 5 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 2 minute. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.  
+
<b>Level 3 (XP 600)</b>
*Bladed Magic You have an innate talent for using magical weaponry and those weapons capable of becoming magical. You gain a +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1.  
+
</p>
*Canny Defense (Ex) At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name (Core Rulebook 382), save that his chosen weapon may be of any type. [AC Bonus +1 / Actual AC Bonus +1]  
+
 
*Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.  
+
<!-- gender, classes -->
*Diminished Spellcasting A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.  
+
<p>
*Eternal Hope Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces the defensive training and hatred racial traits.  
+
Male
*Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.  
+
gnome
*Keen Senses (Ex) Gnomes receive a +2 bonus on Perception skill checks.  
+
[http://www.d20pfsrd.com/classes/unchained-classes/rogue-unchained unchained rogue]
*Kensai Chosen Weapon  
+
([http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/counterfeit-mage counterfeit mage])
*Kensai Weapon Proficiency  
+
([http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/scout scout]) 1
*Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.  
+
/
*Magical Expertise (Ex) At 1st level, a counterfeit mage adds 1/2 his level to Disable Device checks to disarm magical traps, Perception checks to find magical traps, and Use Magic Device checks to activate scrolls and wands. A counterfeit mage can use Disable Device to disarm magic traps. This ability replaces trapfinding.  
+
magus
*Magical Linguist Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day - arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome's level. This racial trait replaces the gnome magic and illusion resistance racial traits.  
+
([http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo---magus-archetypes/kensai singularly focused])
*Magus Arcana  The following magus arcana complement the kensai archetype - concentrate*, critical strike*, deadly follow-up, precise prowess, prescient attack, prescient defense, spell shield*.
+
 
*Meticulous You plan and prepare everything in detail, and aren't good at improvising when things don't go as planned. You take a -2 penalty on skill checks for skills with which you're untrained.  
+
1
*Natural-Born Leader  You've always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not. All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.  
+
/
*Tactician You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.  
+
summoner
*Weapon and Armor Proficiency A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.  
+
([http://www.d20pfsrd.com/classes/base-classes/summoner/archetypes/paizo---summoner-archetypes/synthesist synthesist])
*Weapon Familiarity (Ex) Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.  
+
 
*Weapon Finesse
+
1
*Weapon Focus (Ex) At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.
+
</p>
 +
 
 +
<!-- alignment, size, race -->
 +
<p>
 +
chaotic good
 +
Small
 +
humanoid
 +
(gnome)
 +
</p>
 +
 
 +
<!-- initiative, senses -->
 +
<p>
 +
<b>Init</b> +1;
 +
<b>Senses</b>
 +
<!-- Sense and Vision TYPE Abilities -->low-light vision, <!-- End Sense TYPE Abilities -->
 +
Perception&nbsp;+8
 +
</p>
 +
 
 +
<!-- auras -->
 +
 
 +
<table class="section">
 +
  <tr>
 +
    <td>DEFENSE</td>
 +
  </tr>
 +
</table>
 +
 
 +
<!-- armor class -->
 +
<p>
 +
<b>AC</b>&nbsp;12,&nbsp;<b>touch</b>&nbsp;12,&nbsp;<b>flat-footed</b>&nbsp;11&nbsp;(+1&nbsp;dodge,&nbsp;+1&nbsp;size)
 +
</p>
 +
 
 +
<!-- hit points -->
 +
<b>hp</b>&nbsp;21&nbsp;(3d8+3)<!-- ModifyHP TYPE Abilities --><!-- End ModifyHP TYPE Abilities -->
 +
<br>
 +
<b>Fort</b>&nbsp;+3,&nbsp;<b>Ref</b>&nbsp;+2,&nbsp;<b>Will</b>&nbsp;+5<!-- SaveBonus TYPE Abilities -->,&nbsp;+2 racial bonus against fear and despair effects,&nbsp;+2 racial bonus vs. spells with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings.<br>
 +
<!-- End SaveBonus TYPE Abilities -->
 +
 
 +
<!--- defensive abilities, damager reduction, immune, resist, SR --->
 +
<p>
 +
<!-- Defensive TYPE Abilities -->
 +
<!-- End Defensive TYPE Abilities -->
 +
 
 +
<!-- Immunity TYPE Abilities --> <!-- End Immunity TYPE Abilities --> <!-- Resistance TYPE Abilities --> <!-- End Resistance TYPE Abilities -->
 +
</p>
 +
 
 +
<!-- Weakness TYPE Abilities -->
 +
<!-- End Weakness TYPE Abilities -->
 +
 
 +
<!-- Defensive Gear -->
 +
<!-- End Defensive Gear -->
 +
 
 +
<table class="section">
 +
  <tr>
 +
    <td>OFFENSE</td>
 +
  </tr>
 +
</table>
 +
<b>Speed</b> 20 ft.<!-- ModifyMovement TYPE Abilities -->
 +
<!-- End ModifyMovement TYPE Abilities -->
 +
 
 +
<!-- Attacks -->
 +
<br>
 +
<b>Melee&nbsp;</b>[http://www.archivesofnethys.com/EquipmentWeaponsDisplay.aspx?ItemName=Deer%20horn%20knife DeerHornKnife] ([[guntha blade]] is small, mithral)&nbsp;+3&nbsp; (1d3-2/x3)<br><b>Ranged&nbsp;</b>guntha blade (thrown)&nbsp;+3&nbsp; (1d3/x3)<br><b>Ranged&nbsp;</b>crossbow, light (small)&nbsp;+1&nbsp; (1d6/19-20)<br><b>Ranged&nbsp;</b>underwater crossbow (light) (small)&nbsp;+1&nbsp; (1d6/19-20)<br>
 +
<!-- End Attacks -->
 +
 
 +
<!-- Space and Reach -->
 +
<p>
 +
<b>Space</b> 5 ft.; <b>Reach</b> 5 ft.
 +
</p>
 +
 
 +
<!-- SpecialAttack TYPE Abilities -->
 +
<p>
 +
<b>Special&nbsp;Attacks&nbsp;</b>sneak attack&nbsp;1d6, spell combat</p>
 +
<!-- End SpecialAttack TYPE Abilities -->
 +
 
 +
<!-- Innate Spell-Like Abilities -->
 +
<b>Innate Spell-Like Abilities:</b>
 +
<i>arcane mark</i> (
 +
1/day)
 +
<i>comprehend languages</i> (
 +
DC ,
 +
1/day)
 +
<i>message</i> (
 +
1/day)
 +
<i>read magic</i> (
 +
DC ,
 +
1/day)
 +
<!-- End Innate Spell-Like Abilities -->
 +
 
 +
<!-- Other Spell-Like Abilities -->
 +
<!-- End Other Spell-Like Abilities -->
 +
 
 +
<!-- Domain Power Spell-Like Abilities -->
 +
 
 +
 
 +
<!-- Known Spells -->
 +
<br><b>Known Summoner Spells</b>
 +
(CL 1st, concentration +4):
 +
<!-- no memorized spells for SPELLSINBOOK.2 0 9 -->
 +
<!-- no memorized spells for SPELLSINBOOK.2 0 8 -->
 +
<!-- no memorized spells for SPELLSINBOOK.2 0 7 -->
 +
<!-- no memorized spells for SPELLSINBOOK.2 0 6 -->
 +
<!-- no memorized spells for SPELLSINBOOK.2 0 5 -->
 +
<!-- no memorized spells for SPELLSINBOOK.2 0 4 -->
 +
<!-- no memorized spells for SPELLSINBOOK.2 0 3 -->
 +
<!-- no memorized spells for SPELLSINBOOK.2 0 2 -->
 +
<p class="spells">1st&nbsp;(2/day)&mdash;<i>mage armor</i>,&nbsp;<i>rejuvenate eidolon, lesser</i>
 +
</p>
 +
<p class="spells">0&nbsp;(at&nbsp;will)&mdash;<i>acid splash</i>,&nbsp;<i>guidance</i>,&nbsp;<i>mage hand</i>,&nbsp;<i>mending</i>
 +
</p>
 +
<!-- End Known Spells -->
 +
 
 +
<!-- Prepared Spells -->
 +
<p><b>Magus Spells Prepared</b>
 +
(CL 1st, concentration +5):
 +
</p>
 +
<!-- no memorized spells for SPELLSINBOOK.1 2 9 -->
 +
<!-- no memorized spells for SPELLSINBOOK.1 2 8 -->
 +
<!-- no memorized spells for SPELLSINBOOK.1 2 7 -->
 +
<!-- no memorized spells for SPELLSINBOOK.1 2 6 -->
 +
<!-- no memorized spells for SPELLSINBOOK.1 2 5 -->
 +
<!-- no memorized spells for SPELLSINBOOK.1 2 4 -->
 +
<!-- no memorized spells for SPELLSINBOOK.1 2 3 -->
 +
<!-- no memorized spells for SPELLSINBOOK.1 2 2 -->
 +
<p class="spells">1st&mdash;<i>thunderstomp</i><sup>&#8201;ACG</sup>
 +
</p>
 +
<p class="spells">0 (at&nbsp;will)&mdash;<i>detect magic</i>, <i>ray of frost</i>
 +
</p>
 +
<!-- End Prepared Spells -->
 +
 
 +
<!-- domains -->
 +
<!-- End Domain list -->
 +
 
 +
<table class="section">
 +
  <tr>
 +
    <td>STATISTICS</td>
 +
  </tr>
 +
</table>
 +
 
 +
<b>Str</b> 6, <b>Dex</b> 10, <b>Con</b> 12, <b>Int</b> 19, <b>Wis</b> 12, <b>Cha</b> 16
 +
<br>
 +
 
 +
<b>Base&nbsp;Atk</b>&nbsp;+0;&nbsp;<b>CMB</b>&nbsp;-3<b>;&nbsp;CMD</b>&nbsp;8
 +
<br>
 +
 
 +
<p>
 +
<b>Feats&nbsp;</b>Extra Evolution, Point-Blank Shot, Weapon Finesse, Weapon Focus ([http://www.archivesofnethys.com/EquipmentWeaponsDisplay.aspx?ItemName=Deer%20horn%20knife DeerHornKnife])</p>
 +
 
 +
<p>
 +
<b>Skills(not correct)</b>
 +
Acrobatics +4 , Acrobatics (Jump) +0 , Appraise +8 , Bluff +7 , Climb +2 , Craft (Carpentry) +8 , Craft (Ships) +8 , Craft (Weapons) +9 , Diplomacy +7 , Disable Device +4 , Disguise +7 , Escape Artist +4 , Knowledge (Arcana) +8 , Knowledge (Engineering) +8 , Knowledge (Geography) +8 , Knowledge (History) +9 , Knowledge (Planes) +9 , Knowledge (Religion) +8 , Linguistics() +8 , Perception +8 , Sleight of Hand +4 , Swim +2 , Use Magic Device +9
 +
</p>
 +
 
 +
 
 +
<!-- Languages and Communicate TYPE Abilities -->
 +
<p><b>Languages</b>&nbsp; Common, Dwarven, Elven, Fresian, Goblin, Hakani, ?</p>
 +
<!-- End Languages Communicate TYPE Abilities -->
 +
 
 +
<!-- SpecialQuality TYPE Abilities -->
 +
<p>
 +
<b>SQ</b> academician, arcane pool (5/day), bonus eidolon hit point, canny defense, cantrips, cantrips, diminished spellcasting, eternal hope, finesse training, fused eidolon, fused link, humanoid traits, keen senses, kensai chosen weapon (deerhornknife), kensai weapon proficiency (deerhornknife), magical expertise, magical linguist, point-blank shot, summon monster, weapon and armor proficiency, weapon and armor proficiency, weapon familiarity, weapon finesse, weapon focus</p>
 +
<!-- End SpecialQuality TYPE Abilities -->
 +
 
 +
<!-- Animal Tricks TYPE Abilities -->
 +
<!-- End Animal Tricks TYPE Abilities -->
 +
 
 +
 
 +
<!-- Afflictions Start -->
 +
<!-- Afflictions End -->
 +
 
 +
<!-- Equipment -->
 +
<p>
 +
<!-- Combat Gear --><b>Gear</b> <!-- Armor --> <!-- Weapons --> guntha blade, crossbow, light (small), underwater crossbow (light) (small), <!-- Magic Items --> <i>wand of disrupt undead</i>, <i>wand of mage armor</i>, <!-- Remaining Equipment --> outfit (explorer&#39;s/small), bolt, crossbow (small) (50)</p>
 +
<!-- Equipment End -->
 +
 
 +
<!-- SpellBooks -->
 +
<!-- End SpellBooks -->
 +
 
 +
<p></p>
 +
<table class="section">
 +
  <tr>
 +
    <td>SPECIAL ABILITIES</td>
 +
  </tr>
 +
</table>
 +
 
 +
<p><b>Academician
 +
</b> Hakani Gnomes are natural magical tinker and gain UMD instead.</p>
 +
<p><b>Arcane Pool
 +
(Su)
 +
</b> You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 5 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 1 minute. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.</p>
 +
<p><b>Bladed Magic(trait)
 +
</b> You have an innate talent for using magical weaponry and those weapons capable of becoming magical. You gain a +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1.</p>
 +
<p><b>Bonus Eidolon Hit Point
 +
</b> Add +1 hit point to the summoner&#39;s eidolon.</p>
 +
<p><b>Canny Defense
 +
(Ex)
 +
</b> At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name (Core Rulebook 382), save that his chosen weapon may be of any type. [AC Bonus +1 / Actual AC Bonus +1]</p>
 +
<p><b>Cantrips
 +
</b> You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.</p>
 +
<p><b>Cantrips
 +
</b> You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.</p>
 +
<p><b>Diminished Spellcasting
 +
</b> A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.</p>
 +
<p><b>Eternal Hope
 +
</b> Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces the defensive training and hatred racial traits.</p>
 +
<p><b>Finesse Training
 +
(Ex)
 +
</b> At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.</p>
 +
<p><b>Fused Eidolon
 +
</b> A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist&#39;s movements, and the synthesist perceives through the eidolon&#39;s senses and speaks through its voice, as the two are now one creature. The synthesist directs all of the eidolon&#39;s actions while fused, perceives through its senses, and speaks through its voice, as the two are now one creature. While fused with his eidolon, the synthesist uses the eidolon&#39;s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon&#39;s hit points as temporary hit points. When these hit points reach 0, the eidolon is sent back to its home plane. The synthesist uses the eidolon&#39;s base attack bonus, and gains the eidolon&#39;s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon&#39;s special abilities and the eidolon&#39;s evolutions. The synthesist is still limited to the eidolon&#39;s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist.  The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon&#39;s temporary hit points can be restored with the rejuvenate eidolon spell. While fused, the synthesist counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner&#39;s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).</p>
 +
<p><b>Fused Link
 +
(Su)
 +
</b> The synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner&#39;s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.</p>
 +
<p><b>Humanoid Traits
 +
(Ex)
 +
</b> Humanoids breathe, eat, and sleep.</p>
 +
<p><b>Keen Senses
 +
(Ex)
 +
</b> Gnomes receive a +2 bonus on Perception skill checks.</p>
 +
<p><b>Kensai Chosen Weapon (DeerHornKnife)
 +
</b> This is the Kensai&#39;s Chosen Weapon.</p>
 +
<p><b>Kensai Weapon Proficiency (DeerHornKnife)
 +
</b> Kensai additional weapon proficiency selection.</p>
 +
<p><b>Low-Light Vision
 +
(Ex)
 +
</b> You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.</p>
 +
<p><b>Magical Expertise
 +
(Ex)
 +
</b> At 1st level, a counterfeit mage adds 1/2 his level to Disable Device checks to disarm magical traps, Perception checks to find magical traps, and Use Magic Device checks to activate scrolls and wands. A counterfeit mage can use Disable Device to disarm magic traps. This ability replaces trapfinding.</p>
 +
<p><b>Magical Linguist
 +
</b> Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day - arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome&#39;s level. This racial trait replaces the gnome magic and illusion resistance racial traits.</p>
 +
<p><b>Point-Blank Shot(feat)
 +
</b> </p>
 +
<p><b>Meticulous(fault)
 +
</b> You plan and prepare everything in detail, and aren&#39;t good at improvising when things don&#39;t go as planned. You take a -2 penalty on skill checks for skills with which you&#39;re untrained.</p>
 +
<p><b>Scholar of the Great Beyond (Knowledge (Planes)) (trait)
 +
</b> Your greatest interests as a child did not lie with current events or the mundane- you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.</p>
 +
<p><b>Skills
 +
</b> </p>
 +
<p><b>Sneak Attack
 +
(Ex)
 +
</b> If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.</p>
 +
<p><b>Spell Combat
 +
(Ex)
 +
</b> You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, you can make all of your attacks with your melee weapon at a -2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action  (any attack roll made as part of this spell also takes this penalty). If you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.</p>
 +
<p><b>Summon Monster
 +
(Sp)
 +
</b> You can cast Summon Monster 1 as a spell-like ability 6 times per day as a standard action and the creatures remain for 1 minutes (instead of 1 rounds).  Drawing upon this ability uses up the same power you use to call your eidolon. As a result, you can only use this ability when your eidolon is not summoned.</p>
 +
<p><b>Tactician(trait)
 +
</b> You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.</p>
 +
<p><b>Weapon and Armor Proficiency
 +
</b> A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.</p>
 +
<p><b>Weapon and Armor Proficiency
 +
</b> </p>
 +
<p><b>Weapon Familiarity
 +
(Ex)
 +
</b> Gnomes treat any weapon with the word &quot;gnome&quot; in its name as a martial weapon.</p>
 +
<p><b>Weapon Finesse
 +
</b> </p>
 +
<p><b>Weapon Focus
 +
(Ex)
 +
</b> At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.</p>
 +
<p><b>Weapon Focus (DeerHornKnife)
 +
</b> </p>

Revision as of 05:39, 7 February 2016

Copied from a nightly build of pcgen, so mistakes are likely...

GUNTHABAIRHTS ANDAILA AUDAFUNS AHTAFRITHS-LIUDABADWS CR 2

Level 3 (XP 600)

Male gnome unchained rogue (counterfeit mage) (scout) 1 / magus (singularly focused) 1 / summoner (synthesist) 1

chaotic good Small humanoid (gnome)

Init +1; Senses low-light vision, Perception +8


DEFENSE

AC 12, touch 12, flat-footed 11 (+1 dodge, +1 size)

hp 21 (3d8+3)
Fort +3, Ref +2, Will +5, +2 racial bonus against fear and despair effects, +2 racial bonus vs. spells with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings.


OFFENSE

Speed 20 ft.


Melee DeerHornKnife (guntha blade is small, mithral) +3  (1d3-2/x3)
Ranged guntha blade (thrown) +3  (1d3/x3)
Ranged crossbow, light (small) +1  (1d6/19-20)
Ranged underwater crossbow (light) (small) +1  (1d6/19-20)

Space 5 ft.; Reach 5 ft.

Special Attacks sneak attack 1d6, spell combat

Innate Spell-Like Abilities: arcane mark ( 1/day) comprehend languages ( DC , 1/day) message ( 1/day) read magic ( DC , 1/day)




Known Summoner Spells (CL 1st, concentration +4):

1st (2/day)—mage armorrejuvenate eidolon, lesser

0 (at will)—acid splashguidancemage handmending

Magus Spells Prepared (CL 1st, concentration +5):

1st—thunderstomp ACG

0 (at will)—detect magic, ray of frost


STATISTICS

Str 6, Dex 10, Con 12, Int 19, Wis 12, Cha 16

Base Atk +0; CMB -3; CMD 8

Feats Extra Evolution, Point-Blank Shot, Weapon Finesse, Weapon Focus (DeerHornKnife)

Skills(not correct) Acrobatics +4 , Acrobatics (Jump) +0 , Appraise +8 , Bluff +7 , Climb +2 , Craft (Carpentry) +8 , Craft (Ships) +8 , Craft (Weapons) +9 , Diplomacy +7 , Disable Device +4 , Disguise +7 , Escape Artist +4 , Knowledge (Arcana) +8 , Knowledge (Engineering) +8 , Knowledge (Geography) +8 , Knowledge (History) +9 , Knowledge (Planes) +9 , Knowledge (Religion) +8 , Linguistics() +8 , Perception +8 , Sleight of Hand +4 , Swim +2 , Use Magic Device +9


Languages  Common, Dwarven, Elven, Fresian, Goblin, Hakani, ?

SQ academician, arcane pool (5/day), bonus eidolon hit point, canny defense, cantrips, cantrips, diminished spellcasting, eternal hope, finesse training, fused eidolon, fused link, humanoid traits, keen senses, kensai chosen weapon (deerhornknife), kensai weapon proficiency (deerhornknife), magical expertise, magical linguist, point-blank shot, summon monster, weapon and armor proficiency, weapon and armor proficiency, weapon familiarity, weapon finesse, weapon focus



Gear guntha blade, crossbow, light (small), underwater crossbow (light) (small), wand of disrupt undead, wand of mage armor, outfit (explorer's/small), bolt, crossbow (small) (50)


SPECIAL ABILITIES

Academician Hakani Gnomes are natural magical tinker and gain UMD instead.

Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 5 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 1 minute. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

Bladed Magic(trait) You have an innate talent for using magical weaponry and those weapons capable of becoming magical. You gain a +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1.

Bonus Eidolon Hit Point Add +1 hit point to the summoner's eidolon.

Canny Defense (Ex) At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name (Core Rulebook 382), save that his chosen weapon may be of any type. [AC Bonus +1 / Actual AC Bonus +1]

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Diminished Spellcasting A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Eternal Hope Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces the defensive training and hatred racial traits.

Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolon's senses and speaks through its voice, as the two are now one creature. The synthesist directs all of the eidolon's actions while fused, perceives through its senses, and speaks through its voice, as the two are now one creature. While fused with his eidolon, the synthesist uses the eidolon's physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon's hit points as temporary hit points. When these hit points reach 0, the eidolon is sent back to its home plane. The synthesist uses the eidolon's base attack bonus, and gains the eidolon's armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon's special abilities and the eidolon's evolutions. The synthesist is still limited to the eidolon's maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon's temporary hit points can be restored with the rejuvenate eidolon spell. While fused, the synthesist counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner's normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).

Fused Link (Su) The synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner's temporary hit points), preventing the eidolon from being killed and sent back to its home plane.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Keen Senses (Ex) Gnomes receive a +2 bonus on Perception skill checks.

Kensai Chosen Weapon (DeerHornKnife) This is the Kensai's Chosen Weapon.

Kensai Weapon Proficiency (DeerHornKnife) Kensai additional weapon proficiency selection.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Magical Expertise (Ex) At 1st level, a counterfeit mage adds 1/2 his level to Disable Device checks to disarm magical traps, Perception checks to find magical traps, and Use Magic Device checks to activate scrolls and wands. A counterfeit mage can use Disable Device to disarm magic traps. This ability replaces trapfinding.

Magical Linguist Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day - arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome's level. This racial trait replaces the gnome magic and illusion resistance racial traits.

Point-Blank Shot(feat)

Meticulous(fault) You plan and prepare everything in detail, and aren't good at improvising when things don't go as planned. You take a -2 penalty on skill checks for skills with which you're untrained.

Scholar of the Great Beyond (Knowledge (Planes)) (trait) Your greatest interests as a child did not lie with current events or the mundane- you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.

Skills

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, you can make all of your attacks with your melee weapon at a -2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.

Summon Monster (Sp) You can cast Summon Monster 1 as a spell-like ability 6 times per day as a standard action and the creatures remain for 1 minutes (instead of 1 rounds). Drawing upon this ability uses up the same power you use to call your eidolon. As a result, you can only use this ability when your eidolon is not summoned.

Tactician(trait) You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

Weapon and Armor Proficiency A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.

Weapon and Armor Proficiency

Weapon Familiarity (Ex) Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.

Weapon Finesse

Weapon Focus (Ex) At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

Weapon Focus (DeerHornKnife)