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<blockquote data-quote="Rathan" data-source="post: 1109981" data-attributes="member: 1322"><p>well... I thought my character was approved long ago..and started playing with him in a game already..I hope this doesn't cause a problem.....</p><p></p><p>Here's my Char for you all to review:</p><p></p><p>Corix, male gnome Cnj1: Small-size Humanoid (gnome); HD 1d4+4; hp 8; Init +6; Spd 20 ft; AC 13 (+2 Dex, +1 Size); Melee +0 (-2); Ranged +0 (+2); SA spells; SQ gnome traits, summon familiar (?); AL N; SV Fort +4, Ref +2, Will +2; Str 6, Dex 14, Con 18, Int 15, Wis 10, Cha 12.</p><p>Skills and Feats: Alchemy +6 Concentration +7, Decipher Script +4 Knowledge (Arcana) +6 Knowledge (History) +5 Knowledge (Geography) +5 Spellcraft +5, Sense Motive +1; Improved Initiative, Scribe Scroll (B).</p><p>SQGnome Traits (Ex): </p><p>+2 Constitution, -2 Strength.</p><p>Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.</p><p>Gnome base land speed is 20 feet.</p><p>Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.</p><p>Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.</p><p>+2 racial bonus on saving throws against illusions.</p><p>Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.</p><p>+1 racial bonus on attack rolls against kobolds and goblinoids.</p><p>+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.</p><p>+2 racial bonus on Listen checks.</p><p>+2 racial bonus on Craft (alchemy) checks. </p><p>Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description. </p><p>Spell-Like Abilities: 1/day-speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day-dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.</p><p></p><p>Wizard Spells Prepared (3/3) (Illusion and Enchantment banned):</p><p>0th: 3/day (All Known)</p><p>Acid Splash x1, Ray of Frost x1, Detect Magic x1</p><p>1st: 3/day (5 Known) [*= Spells Memed]</p><p>Mage Armor *</p><p>Magic Missle *</p><p>Identify</p><p>Ray of Refeeblement *</p><p>Burning Hands</p><p>Cause Fear</p><p></p><p>Equipment: </p><p>Small Quaterstaff -2 to hit 1d4-2 dmg 20x2 crit 2lbs. (B)</p><p>Light Crossbow +2 to hit 1d8 gmd 19-20x2 crit 4lbs (P) [50 x-bow bolts]</p><p>Backpack</p><p>Winter Blanket</p><p>Caltops x2</p><p>Scroll Case</p><p>Flint and Steel</p><p>Ink (5 oz.)</p><p>2 Inkpens</p><p>Paper (20 Sheets)</p><p>Trail Rations (3 Days)</p><p>2 Signet Rings</p><p>5 Sunrods</p><p>Belt Pouch x2</p><p>Waterskin </p><p>Spell Component Pouch</p><p>Travelers Outfit</p><p>GP: 31</p><p>SP: 4</p><p>CP: 7</p></blockquote><p></p>
[QUOTE="Rathan, post: 1109981, member: 1322"] well... I thought my character was approved long ago..and started playing with him in a game already..I hope this doesn't cause a problem..... Here's my Char for you all to review: Corix, male gnome Cnj1: Small-size Humanoid (gnome); HD 1d4+4; hp 8; Init +6; Spd 20 ft; AC 13 (+2 Dex, +1 Size); Melee +0 (-2); Ranged +0 (+2); SA spells; SQ gnome traits, summon familiar (?); AL N; SV Fort +4, Ref +2, Will +2; Str 6, Dex 14, Con 18, Int 15, Wis 10, Cha 12. Skills and Feats: Alchemy +6 Concentration +7, Decipher Script +4 Knowledge (Arcana) +6 Knowledge (History) +5 Knowledge (Geography) +5 Spellcraft +5, Sense Motive +1; Improved Initiative, Scribe Scroll (B). SQGnome Traits (Ex): +2 Constitution, -2 Strength. Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character. Gnome base land speed is 20 feet. Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons. +2 racial bonus on saving throws against illusions. Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects. +1 racial bonus on attack rolls against kobolds and goblinoids. +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. +2 racial bonus on Listen checks. +2 racial bonus on Craft (alchemy) checks. Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description. Spell-Like Abilities: 1/day-speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day-dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level. Wizard Spells Prepared (3/3) (Illusion and Enchantment banned): 0th: 3/day (All Known) Acid Splash x1, Ray of Frost x1, Detect Magic x1 1st: 3/day (5 Known) [*= Spells Memed] Mage Armor * Magic Missle * Identify Ray of Refeeblement * Burning Hands Cause Fear Equipment: Small Quaterstaff -2 to hit 1d4-2 dmg 20x2 crit 2lbs. (B) Light Crossbow +2 to hit 1d8 gmd 19-20x2 crit 4lbs (P) [50 x-bow bolts] Backpack Winter Blanket Caltops x2 Scroll Case Flint and Steel Ink (5 oz.) 2 Inkpens Paper (20 Sheets) Trail Rations (3 Days) 2 Signet Rings 5 Sunrods Belt Pouch x2 Waterskin Spell Component Pouch Travelers Outfit GP: 31 SP: 4 CP: 7 [/QUOTE]
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