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Kregimie's page

208 posts. Alias of Sinvel Menter.

Full Name

Kregimie (Kreg)




Rouge 7










Common, Dwarven, Elven, Gnome, Goblin, Sylvan

Strength 14
Dexterity 17
Constitution 18
Intelligence 15
Wisdom 12
Charisma 12

About Kregimie

Kregimie is a gnome rogue from the gnome city of Wispil, located in the Verduran Woods. Whenever he isn't tinkering with small devices or trap mechanisms, he is planning out his next practical joke. He looks at humor as his "medicine" since he was almost a victim of the Bleaching when he was younger.

He grew up as an apprentice of his blacksmith father, but found the work too mundane and uninspiring. He was saved by The Wonderseekers, who took him away from home and onto an adventure that was able to rekindle the flame of curiosity in him. He hasn't looked back since. He has returned to his hometown once and again since then, but lives his life to explore what this strange world has to offer.

Kregimie, or Kreg as his friends call him, delights in diffusing tension with a good gnome joke when things get tough. He is known for the series of moves he does before disarming any traps, and is so superstitious that he finds himself unable to try to disable any device before doing routine.

Male Gnome Rogue (Scout archetype) 7
CG Small Humanoid

Init +3

AC 21, touch 16, flat-footed 17
hp 78
Fort +7, Ref +9, Will +4

Spd 25 ft.
+1 Corrosive Longspear +10 (1d6+4/20x3 plus 1d6 acid) P, Reach, Brace
MW Morningstar +9 (1d6+2)
+1 Comp. Shortbow (Str +1) +10 (1d4+2/20x3) Range: 70'

14 Str, 17 Dex, 18 Con, 15 Int, 12 Wis, 12 Cha
Base Atk +6; CMB +6; CMD 21

Feats Light Armor Prof, Dodge, Point Blank Shot, Weapon Focus Longspear

Traits Natural Gifted

Natural Gifted:
For unknown reasons, you have deeper reserves of magical energy than those around you. Perhaps you are descended from a family of powerful arcane casters, or maybe you believe this trait marks you as destined for magical greatness. Wherever the truth lies, you gain an additional use of one of your gnome magic spell-like abilities each day. (from Gnomes of Golarion)

Acrobatics +12 (7 + 3 Dex + 3 CS - 1 ACP)
Appraise +7 (2 + 2 Int + 3 CS)
Bluff +7 (3 + 1 Cha + 3 CS)
Climb +8 (4 + 2 Str - 1 ACP + 3 CS)
Craft: Traps +11 (2 + 2 Int + 3 CS + 2 Racial + 2 MW Tools)
Diplomacy +5 (1 + 1 Cha + 3 CS)
Disable Device +17 (7 + 3 Dex + 3 CS + 3 Trapfinding + 2 MW Tools - 1 ACP)
Disguise +5 (1 + 1 Cha + 3 CS)
Escape Artist +10 (5 + 3 Dex + 3 CS- 1 ACP )
Fly +5 (1 + 3 Dex + 3 CS - 1 ACP)
Heal +1 (1 Wis)
Intimidate +5 (1 + 1 Cha + 3 CS)
Knowledge (arcana) +3 (1 + 2 Int)
Knowledge (geography) +3 (1 + 2 Int)
Knowledge (nature) +5 (3 + 2 Int)
Linguistics +6 (1 + 2 Int + 3 CS)
Perception +13, traps +16 (7 + 1 Wis + 2 Race + 3 CS)
Ride +2 (3 Dex - 1 ACP)
Sense Motive +8 (4 + 1 Wis + 3 CS)
Sleight of Hand +12 (7 + 3 Dex + 3 CS - 1 ACP)
Stealth +16 (7 + 3 Dex + 3 CS +4 Small - 1 ACP)
Survival +1 (1 Wis)
Swim +6 (2 + 2 Str + 3 CS - 1 ACP)
Use Magic Device +7 (3 + 1 Cha + 3 CS)

Languages Common, Dwarven, Elven, Gnome, Goblin, Sylvan


Befuddling Strike (Ex):
When the rogue deals sneak attack damage against an opponent, that opponent takes a –2 penalty on attack rolls against the rogue for 1d4 rounds. Source: Advanced Player's Guide

Evasion (Ex):
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Offensive Defense (Ex):
When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round. Source: Advanced Player's Guide

Peerless Maneuver (2/day)(Ex):
Once per day, a rogue with this talent can roll two dice while making an Acrobatics check, and take the better result. She must choose to use this talent before making the Acrobatics check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses. Source: Advanced Player's Guide

Scout's Charge:
At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.

Sneak Attack +4d6:

Trap Sense +2:

Trapfinding +3:



  • +2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
  • Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
  • Slow Speed: Gnomes have a base speed of 20 feet.
  • Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light (see low-light vision.)
  • Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant subtype.
  • Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma 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 Charisma modifier.
  • Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
  • Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
  • Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
  • Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
  • Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
  • Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.


Items Worn:

Head: Hat of Disguise
Neck: Hand of the Mage
Body: +1 Chain Shirt
Shoulders: Cloak of Resistance +1
Ring 1: Ring of Protection +1
Ring 2:


+1 Corrosive Longspear (8,305 GP)
+1 Shortbow (2,525 GP)
MW Morningstar (308 GP)
Hat of Disguise (1,800 GP)
Hand of the Mage (900 GP)
+1 Chain Shirt (1,250 GP)
Cloak of Resistance +1 (1,000 GP)
Ring of Protection +1 (2,000 GP)
Bag of Holding 1 (2,500 GP)
Bedroll (1 SP)
Caltrops x3 (3 GP)
Flint and Steel (1 GP)
Grappling Hook (1 GP)
Piton x6 (6 SP)
Trail Rations x7 (3 GP, 5 SP)
Silk Rope (10 GP)
MW Thieves' Tools (100 GP)
MW tools for traps (50 GP)
Waterskin (1 GP)


Potion of Cure Light Wounds x6 300 GP
Potion of Cure Moderate Wounds x2 600 GP
Potion of Fly 750 GP
Potion of Invisibility x3 900 GP


417 GP, 8 SP

Dice codes:

Longspear: [dice]1d20+10[/dice], damage: [dice]1d6+4[/dice] plus [dice]1d6[/dice] acid damage, plus [dice]4d6[/dice] sneak attack. Plus, I get +4 to my AC against that foe for one round (Offensive Defense) and he is -2 on attacks against me for [dice]1d4[/dice] rounds (Befuddling Strike).[/ooc]

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