Game: Pathfinder by Paizo.
Books Needed: Pathfinder Role Playing Game Core Book, or D20PFSRD (Rogue, and Gnome pages.)
Recommended Setting: Average adventuring party, adaptable to any campaign and setting.
Name: Ziznert Halbunk
Level (+Adjustment): One (+0)
Alignment: Chaotic Neutral
Languages: Common, Gnome, Sylvan, Draconic (INT MOD bonus), and Dwarven (INT MOD bonus).
Attributes (bonuses included in final score)
STR (MOD): 10 (-2 racial) (0)
DEX (MOD): 16 (3)
CON (MOD): 13 (+2 racial) (1)
INT (MOD): 15 (2)
WIS (MOD): 11 (0)
CHA (MOD): 16 (+2 racial) (3)
Health Points: 8 (+1D8/level)
Armor Class (10 + Armour Bonus + Shield Bonus + DEX MOD + Size Mod + Special Bonuses): 16
Base Attack/Grapple: +1/+0
Penalties: -1 Combat Maneuver Bonus, -1 Combat Maneuver Defense.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Trapfinding: A rogue adds 1/2 their level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
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 CHA MOD.
Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblonoid subtypes because of their special training against these hated foes.
Knack With Poison: Some Gnomes have an instinctive understanding of poisons and their uses. Gnomes gain a +2 racial bonus on Fortitude saves against poison and a +2 bonus on Craft: Alchemy checks to make poison. The bonus on Fortitude saving throws against poisons increases to +4 if the gnome accidentally poisons himself when applying or readying the substance.
Sneak Attack: See D20PFSRD Rogue Page for full description.
Fortitude: +CON MOD
Reflex: +2 (class) +DEX MOD
Willpower: +WIS MOD
Height: 3′ 1″
Religion: Calistria (Trickery, Lust, Revenge)
Description: Nut brown skin, bright purple eyes and hair, neatly trimmed beard and mustache, large mouth. A bit pudgy for a Gnome, though not overweight for his stature. Typically wearing his armour overtop of black dyed clothing, a black traveler’s cloak over top. Considers himself a bounty hunter, and often uses his dexterity and charisma to steal or wheedle information from informants.
Class Skills (Skill Ranks [Modifier +Bonuses not included in rank]) (+8+INT MOD skill points/lvl, +3 bonus applies to all Class Skills with ranks.)
Acrobatics 1 (DEX)
Bluff 1 (CHA)
Craft: Alchemy 1 (INT)
Diplomacy 1 (CHA)
Disable Device 1 (DEX)
Disguise 1 (CHA)
Escape Artist (DEX)
Knowledge: Dungeoneering (INT)
Knowledge: Local 1 (INT)
Perception 1 (WIS +2 racial)
Sense Motive (WIS)
Sleight of Hand 1 (DEX)
Stealth 1 (DEX +4 racial)
Use Magic Device (INT).
Other Skills (Skill Ranks [Modifier +Bonuses not included in rank])
Casual Illusionist (Requires Gnome race and Gnome Magic abilities.) As long as you have at least one spell-like ability unused from your gnome magic racial trait, you gain a +2 racial bonus on all Bluff, Disguise, and Sleight of Hand checks you make. At 10th level, these bonuses increase to +4.
Dancing Lights 1/Day, caster level equal to Gnome’s level, DC for spell is equal to 10 + spell level + CHA MOD. Range; medium (100 ft. + 10 ft./level). Effect; Up to four lights, all within a 10-ft.-radius area. Duration; 1 minute. Saving Throw; none. Spell Resistance; none. Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range. You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.Dancing lights can be made permanent with a permanency spell.
Ghost Sound 1/Day, caster level equal to Gnome’s level, DC for spell is equal to 10 + spell level + CHA MOD. Components; a bit of wool or a small lump of wax. Range; close (25 ft. + 5 ft./2 levels). Effect; illusory sounds. Duration; 1 round/level. Saving Throw; Will disbelief. Spell Resistance; none. Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve. Ghost sound can enhance the effectiveness of a silent image spell. Ghost sound can be made permanent with a permanency spell.
Prestidigitation 1/Day, caster level equal to Gnome’s level, DC for spell is equal to 10 + spell level + CHA MOD. Range; 10ft.. Duration; 1 hour. Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
Speak With Animals 1/Day, caster level equal to Gnome’s level, DC for spell is equal to 10 + spell level + CHA MOD. Range; personal. Target; self. Duration; 1 min/level. You can ask questions of and receive answers from animals, but the spell doesn’t make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.
Equipment (Stored in Backpack or strapped to person)
Silk Rope x50ft
Trail Rations x10 days
Manacles, Common x4
Lock, Simple x4
Key x2 (x1 hidden on person at all times, x1 sewn into backpack)
Alchemy Crafting Kit
Vial x3 empty, x2 poison
Small Dagger x3, 1D3, critical x2 on 19-20, 10ft. range.
Light Crossbow x10 ammo, 1D6, critical x2 on a 19-20, 80ft. range.
Sling x30 ammo, 1D3, 50ft. range.
Short Sword 1D4, critical x2 on a 19-20.
Sap Non lethal, 1D4.
Light Leather Armour +2, max DEX bonus of +6, no AC penalty, 10% arcane spell failure.
Riding Dog 50lbs. Combat trained, friendly and loyal to its owner.
Background Raised in a large family of Gnomes, Ziznert took to travel when he was old enough, the wanderlust common to his race urging him on. His talents with poisons and dexterous feats led him to a life as a bounty hunter, which he enjoys greatly. He is not opposed to using violemce or underhanded deciet to get informaion or goods, and considers his job to be very important and fulfilling. He catches the “bad guys”, after all. His work also helps to slake his wanderlust, as he does plenty of traveling in the process of tracking down his bounties.