Booster Bloomberg

From RPGnet
Jump to: navigation, search

Booster Bloomberg Male gnome evoker 5 CG Small humanoid (gnome) Init +2; Senses low-light vision; Perception +8


Defense


AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size) hp 22 (5d6+5) Fort +4, Ref +3, Will +5; +2 vs. illusions Defensive Abilities defensive training


Offense


Speed 20 ft. (15 ft. in armor) Melee dagger +2 (1d3-1/19-20) Special Attacks hatred, intense spells (+2 damage) Spell-Like Abilities (CL 5th; concentration +6)

  1/day—dancing lights, ghost sound (DC 12), prestidigitation, speak with animals

Arcane School Spell-Like Abilities (CL 5th; concentration +6)

  7/day—force missile (1d4+2)

Evoker Spells Prepared (CL 5th; concentration +9)

  3rd—fireball (DC 17), fireball (DC 17), lightning bolt (DC 17)
  2nd—acid arrow, elemental touch[APG], shatter (DC 16), sonic scream[ACG] (DC 16)
  1st—color spray (DC 16), mage armor, magic missile, magic missile, shocking grasp
  0 (at will)—acid splash, detect magic, prestidigitation, ray of frost
  Opposition Schools Enchantment, Necromancy

Statistics


Str 8, Dex 14, Con 12, Int 18, Wis 12, Cha 12 Base Atk +2; CMB +0; CMD 12 Feats Bouncing Spell[APG], Burning Spell[UM], Ectoplasmic Spell[APG], Great Fortitude, Scribe Scroll Skills Acrobatics -1 (-9 to jump), Appraise +12, Craft (clockwork) +12, Knowledge (arcana) +12, Knowledge (planes) +12, Perception +8, Spellcraft +12, Use Magic Device +6; Racial Modifiers +2 Craft (clockwork), +2 Perception Languages Common, Draconic, Dwarven, Elven, Gnome, Orc, Sylvan SQ arcane bond (arcane familiar, turtle), gnome magic Combat Gear pearl of power (1st level); Other Gear dagger, cap of light, dust of illusion, robe of useful items, backpack, bedroll, belt pouch, flint and steel, ink, black, inkpen, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 377 gp


Special Abilities


Bouncing Spell You can cast a spell that can be redirected if it has no effect on its first target. Burning Spell Spell with the acid or fire descriptor deals extra damage the next round Cap of light Can radiate light at will, as the spell. Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Ectoplasmic Spell You can cast a spell that has full effect against incorporeal or ethereal creatures. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease. Familiar Bonus: +1 natural armor bonus You gain the Alertness feat while your familiar is within arm's reach. Force Missile (1d4+2, 7/day) (Sp) As a standard action, magic missile strikes a foe. Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids. Intense Spells (+2 damage) (Su) Evocation spells deal listed extra damage. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Speak with Familiar (Ex) You can communicate verbally with your familiar.


Unlike the fair majority of his species, Booster didn't have much use for Illusions. Instead he always felt the appeal of evocation magic. If there is one thing Booster always loved to do, its making things explode. A habit which, unfortunately led him being exiled from his home town after he accidentally set the town hall on fire (again). Now, along with his trusty turtle familiar Chuggy, Booster sets out in search of adventure, excitement, and stuff to blow up real good.



Arcane Familiar Turtle (Pathfinder RPG Ultimate Magic) CG Tiny magical beast (animal) Init -2; Senses low-light vision; Perception +12


Defense


AC 19, touch 10, flat-footed 19 (-2 Dex, +9 natural, +2 size) hp 11 (1d8-1) Fort +1, Ref +0, Will +5


Offense


Speed 5 ft., swim 20 ft. Melee bite +0 (1d3-4) Space 2.5 ft.; Reach 0 ft.


Statistics


Str 3, Dex 6, Con 8, Int 8, Wis 12, Cha 3 Base Atk +2; CMB -2; CMD 4 (8 vs. trip) Feats Skill Focus (Perception)[B] Skills Acrobatics -2 (-14 to jump), Appraise +4, Perception +12, Spellcraft +4, Swim +10, Use Magic Device +1 SQ improved evasion, shell retreat


Special Abilities


Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Shell Retreat A turtle can retreat within its shell as a swift action, gaining a +2 enhancement bonus to its existing natural armor. While in its shell, a turtle cannot take any action except to end the retreat. The turtle can end its retreat with a free action on Swimming (20 feet) You have a Swim speed.