Thaddeus J. Bindlethumbs


THADDEUS J. BINDLETHUMBS: male gnomish illusionist 9; CR 9; Small humanoid; HD 9d4+27; hp 63; Init +2; Spd 20 ft.; AC 14, touch 14, flat-footed 11; Base Atk +4; Grp +3; Atk +6 ranged (1d6/19-20/x2, light crossbow); Full Atk +6 ranged (1d6/19-20/x2, light crossbow); SA spell-like abilities, spells; SQ gnome traits; AL CG; SV Fort +7, Ref +6, Will +8; Str 8, Dex 14, Con 16, Int 16, Wis 12, Cha 8.

Skills and Feats: Concentration +15, Craft (alchemy) +7, Craft (trapmaking) +7, Decipher Script +5, Knowledge (arcana) +9, Knowledge (architecture and engineering) +10, Listen +5, Profession (siege engineer) +6, Spellcraft +15, Spot +4; Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Extra Spell Slot, Improved Familiar, Scribe Scroll.

Languages: Common, Draconic, Dwarven, Gnome and Terran.

Gnome Traits: Gnomes have a +1 racial bonus on attack rolls against kobolds and goblinoids. Gnomes have a +4 racial bonus to Armor Class against giants.

Gnomes have a +2 racial bonus on saving throws against illusions.

Wizard Spells Prepared: (5/5/5/4/3/1; caster level; prohibited schools conjuration and necromancy): 0 – Detect Magic x2, Prestidigitation, Read Magic x2; 1st – Color Spray x2, Disguise Self, Repair Light Damage x2, Ventriloquism; 2nd – Blur, Invisibility, Mirror Image x2, Repair Moderate Damage, Rope Trick; 3rd – Enhance Familiar, Major Image x3, Repair Major Damage; 4th – Fortify Familiar, Nightmare Terrain, Phantasmal Killer x2; 5th – Dream x2

Spellbook: 0 – Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance; 1st – Color Spray, Disguise Self, Nystul’s Magic Aura, Repair Light Damage, Silent Image, Ventriloquism; 2nd – Blur, Familiar Pocket, Hypnotic Pattern, Invisibility, Leomund’s Trap, Magic Mouth, Minor Image, Mirror Image, Misdirection, Phantasmal Assailants, Repair Moderate Damage, Rope Trick, Wall of Gloom; 3rd – Deceptive Façade, Displacement, Enhance Familiar, Hood of the Cobra, Illusory Script, Invisibility Sphere, Major Image, Mask of the Ideal, Pall of Twilight, Phantasmal Strangler, Repair Serious Damage, Shadow Binding, Stinking Cloud; 4th – Fortify Familiar, Greater Invisibility, Hallucinatory Terrain, Illusory Wall, Nightmare Terrain, Phantasmal Killer, Rainbow Pattern, Repair Critical Damage, Shadow Conjuration; 5th – Dream, Permanency.

Possessions: arrows x100, badge, bedroll x5, buckler x5, bullseye lantern, Cloak of Resistance +1, crossbow bolts x50, crowbar, dagger x5, flint and steel, Goggles of Minute Seeing, grappling hook, hemp rope x5, Jareth’s Book of Cantrips, leather armor x5, light crossbow, longbow x5, longsword x5, manacles (masterwork), Portable Hole, Ring of Protection +1, scroll case, small steel mirror, spell component pouch, Spellbook (hard metal; Resistant to Energy [minor, fire], Waterproof; 88/100 pages), Spellbook (soft metal; 29/100 pages), tent, trail rations x25 Wand of Enlarge Person, waterskin x5, 745 gp.

TALLEY: Spark Guardian; CR 3; Tiny Construct; HD 2d10; hp 20; Init +0; Spd 20 ft., fly 20 ft. (good); AC 18, touch 14, flat-footed 16; Base Atk +4; Grp – 5; Atk +3 melee (1d2-1, talons) or +6 ranged (2d6, electricity sparks); Full Atk +3 melee (1d2-1, talons) or +6 ranged (2d6, electricity); SQ construct traits, damage reduction 5/ -, darkvision 60 ft., fast healing 1, find master, low-light vision; AL N; SV Fort +0, Ref +2, Will +0; Str 8, Dex 14, Con -, Int -, Wis 10, Cha 1.

Construct Traits: Constructs possess no Constitution score, low-light vision and darkvision out to 60 feet. They are immune to all mind-affecting effects, poison, sleep, paralysis, stunning, disease, death and necromancy effects. They cannot heal damage on their own but may be repaired. Constructs are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion or energy drain. They are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless) and are not at risk of death from massive damage. They are immediately destroyed upon reaching 0 hit points and cannot be raised or resurrected.

Sparks (Su): Talley’s sparks have a range increment of 100 feet.

Find Master (Su): No matter the distance, as long as they are on the same plane, Talley can find Thaddeus.


Thaddeus J. Bindlethumbs

Legend of Angor Michuru81