Finseekin Hodgemalkinlink Nobfoodle Dan Embertwig Of House "Le Fleur Rouge"
Magical Advisor to a King with flare for matchmaking, card games, pyrotechnics, and courtly intrigue
Alias: Finseekin Hodgemalkinlink Nobfoodle Dan Embertwig Of House “Le Fleur Rouge”
Height: 3’ Weight: 38 lbs Build: Slight
Hair: Blonde Eyes: Blue
One Unique Thing: He was the first Gnome and he emerged from magic itself.
Backgrounds: Magical Adviser to the King +5, Eclectic Even For a Gnome +2, Hobbyist Clothier and Jeweler +1
Relationships: Kerrigan, the Master of Elements +1, Queen Tyra Stormcleaver +- 1, Malgor the Bloody – 1
Str 8 Mod -1
Con 15 Mod 2
Dex 14 Mod 1
Int 17 Mod 3
Wis 8 Mod -1
Cha 15 Mod 2
Max HP: 24
Recovery Roll: 1d6+2
“Confounding: 1/battle on natural 16+ attack, can daze target til end of your next turn.
+2 AC v Opp Atk
Minor Illusions: Standard At-Will – Can make strong smell or sound nearby. Save to recognize as unreal.”
Cantrips are at-will spells for you.
Unlike normal wizards, who use a standard action to cast a cantrip, you can cast a cantrip as a quick action.
To do something particularly cunning or surprising with one of your cantrips where the GM isn’t sure whether you could pull off that use of the spell, roll a normal save (11+) to cast the spell the way you envision it.
Additionally, you can expend a 3rd level spell slot or higher to choose one cantrip per spell slot you have given up and create a once-per-day related effect with it that is much greater, if you and your GM can agree on a cool effect that suits the cantrip
Animal Companion Rules
You have a devoted animal companion who fights alongside you like a member of your adventuring party.
Add two recoveries to your total recoveries. You can use a recovery on yourself or your animal companion.
Your animal companion acts on your initiative turn, either immediately before or after you, depending on the animal type.
Your animal companion moves gets a move action and a standard action, but not a quick action.
If you have powers that care about the ‘first time you attack an enemy,’ an attack by your animal companion counts as your attack.
Your animal companion can be healed like an ally. If it gets healed without you being healed, it uses one of your recoveries. When you use a recovery while next to your animal companion (including being engaged with the same enemy), your animal companion is also healed using a free recovery.
Instead of dying like a monster or NPC at 0 hp, your animal companion follows PC rules for falling unconscious at 0 hp and dying after four failed death saves or when its negative hit points equal half its normal hit points. If your animal companion dies, you can summon another one. If you’re still on the same adventure, you can call a new animal companion the next day, but it will be one level lower than an animal companion would normally be. At the start of a new adventure, or when you gain a level, bump the companion up to its proper level.
Stats & Levels
Each animal companion has roughly the same base stats as listed below.
Your animal companion is always one level lower than you. As a 1st level ranger, you’ll have a level 0 animal companion. Once you gain a level, your animal companion rises to 1st level.
On top of the base stats, each type of animal has a zoologically appropriate power or advantage.
Sir Fido Of House “Le Fleur Rouge” Knight of the First Order
36 Inches tall at the shoulder
Acts: After Wizard
Advantage: Sir Fido gains a +1 attack bonus against enemies its master attacked the same turn, or against enemies engaged with its master.
Attack +5 vs. AC
Cantrip Mastery Feat
You can use cantrip-style versions of any wizard spell you have memorized. When you expend a spell, however, you can’t make cantrip-style use of it any more. The key is that none of these uses should be combat relevant or deal damage.
The Cantrip Mastery talent is more about enhance the role playing and less about combat usefulness.