Tuesday, November 27, 2007

Tish Granjeur

Wander, explorer, friend to so many species, this aquatic gnome with deep sea heritage is best known for bringing ashore the first invisisquids, starting the trade in their rare hides and invisible ink. Some of his people consider him a traitor because of this, but he keeps to a steady diet of truth in nearly all of his actions, so he would be considered good to just about everyone else. Because of this rift with the deep sea gnomes of the Emerald Sea, he spends much of his undersea time exploring the waters off the coast of Farghal, either off the West Isle or just off the north waters off the Phyloctæte. He seeks a party of adventurers to travel with, as both water and land are dangerous for a single mage to wander about for too long alone.

Tish Granjeur
Small-size Male Aquatic Gnome
Illusionist 8
Hit Dice: (8d4)+24
Hit Points: 48
Initiative: +1
Speed: Walk 20 ft.
AC: 14 (flatfooted 13, touch 12)
Attacks: *Dagger +1 (Wounding) +4;*Dagger +1 (Wounding/Thrown) +5; ;
Damage: *Dagger +1 (Wounding) 1d4+1;*Dagger +1 (Wounding/Thrown) 1d4+1; ;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +1 racial bonus on attack rolls against kobolds and goblinoids., +2 bonus to Spellcraft when learning Illusion, +2 racial bonus on saving throws against illusions., +4 Dodge bonus to Armor Class against monsters of the giant type., Speak with Animals (burrowing mammal only, duration 1 minute)., Summon Familiar
Saves: Fortitude: +7, Reflex: +5, Will: +10
Abilities: STR 10 (+0), DEX 13 (+1), CON 16 (+3), INT 20 (+5), WIS 15 (+2), CHA 12 (+1)
Skills: Appraise 5; Balance 1; Bluff 1; Climb 0; Concentration 14; Craft (Alchemy) 10; Craft (Gemcutting) 8; Craft (Untrained) 5; Decipher Script 10; Diplomacy 1; Disguise 1; Escape Artist 1; Forgery 5; Gather Information 1; Heal 2; Hide 5; Intimidate 1; Jump -6; Knowledge (Arcana) 16; Knowledge (Dungeoneering) 8; Knowledge (Geography) 8; Knowledge (History) 8; Knowledge (Local) 7; Knowledge (Nature) 8; Listen 4; Move Silently 1; Ride 3; Search 5; Sense Motive 2; Spellcraft 18; Spot 2; Survival 2; Swim 2;
Feats: Craft Wand, Craft Wondrous Item, Extend Spell, Improved Familiar, Scribe Scroll
Challenge Rating: 8
Alignment: Chaotic Good

Possessions: Amulet of Natural Armor +2; Bag of Holding (Type 1); Cloak of Resistance +2; Dagger +1 (Wounding); Goggles of Minute Seeing;
Spells:
Innate: Speak with Animals, Dancing Lights, Ghost Sound, Prestidigitation
Spells per Day: (4+1/6+1/4+1/4+1/3+1/0/0/0/0/ DC:15+spell level)
Wizard - Commonly Prepared:
Level 0: Acid Splash, Arcane Mark, Cipher, Control Shadow, Daze, Decode, Detect Magic, Detect Poison, Detect Self, Ghost Sound, Lock/Unlock, Mage Hand, Mending, Message, Kressmer's Moment of Deflection, Night-Vision, Open/Close, Prestidigitation, Read Magic, Resistance, Shovel, Signal Fire, Summon Bag, Summon Garment, Summon Mug, Summon Pipe
(more spells to come)

Tish travels (when underwater) with his manta ray familiar, Raydar.

Raydar
Large-size Male Manta Ray
Animal 4
Hit Dice: (4d8)
Hit Points: 24
Initiative: +4
Speed: Swim 30 ft.
AC: 16 (flatfooted 16, touch 9)
Attacks: ;
Damage: ;
Vision: Low-light
Face / Reach: 10 ft. / 5 ft.
Special Qualities: Animal Traits, Deliver touch spells, Empathic Link, Improved Evasion (Ex), Share Spells, Speak with animals of its kind, Speak with master
Saves: Fortitude: +4, Reflex: +4, Will: +7
Abilities: STR 14 (+2), DEX 10 (+0), CON 10 (+0), INT 9 (-1), WIS 12 (+1), CHA 2 (-4)
Skills: Appraise -1; Balance 0; Bluff -4; Climb 2; Concentration 11; Craft (Alchemy) 2; Craft (Gemcutting) 2; Craft (Untrained) -1; Decipher Script 4; Diplomacy -4; Disguise -4; Escape Artist 0; Forgery -1; Gather Information -4; Heal 1; Hide -4; Intimidate -4; Jump -16; Knowledge (Arcana) 10; Knowledge (Dungeoneering) 2; Knowledge (Geography) 2; Knowledge (History) 2; Knowledge (Local) 1; Knowledge (Nature) 2; Listen 2; Move Silently 0; Ride 2; Search -1; Sense Motive 1; Spellcraft 12; Spot 3; Survival 1; Swim 16;
Feats: Improved Initiative, Track
Challenge Rating: 1
Alignment: Chaotic Good

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