Valeros

Pire Spipden's page

45 posts. Alias of Jorshamo.


Full Name

Pire Spipden

Race

Human

Classes/Levels

Archaeologist Bard 1 | HP 13/13 | AC:15 T:11 FF:14 | F:+1 R:+3 W:+1| Init:+1 Per:+3

Gender

Male

Size

Medium

Age

25

Alignment

LG

Deity

None

Location

Torch

Languages

Common, Hallit, Orc, Androffan

Occupation

Explorer

Strength 16
Dexterity 12
Constitution 13
Intelligence 12
Wisdom 8
Charisma 14

About Pire Spipden

Pire Spipden
Human Archaeologist Bard 1
LG Medium humanoid (human)
Init +1; Senses Perception 3

==Defense==
AC 15, Touch 11, Flat-footed 14 (+3 Armor, +1 Shield, +1 Dex)
HP 13 (1d8+5)
Fort +1, Ref +3, Will +1

==Offense==
Speed 30 ft.
Melee Longsword +3 (1d8+3/19-20) or Dagger +3 (1d4+3/19-20) or Whip +3 (1d3+3)
Ranged Dagger +1 (1d4+3/19-20)
Special Attacks
Bard Spells Known (CL 1st; concentration +4)
1st (2/day)—charm person (DC 14), Grease (DC 14)
0th (at will)—dancing lights, detect magic, prestidigitation, read magic

==Statistics==
Str 16 Dex 12 Con 13 Int 12 Wis 8 Cha 14
Base Atk 0;
CMB +3 (+3 Str)
CMD 14 (10, +3 Str, +1 Dex)
Feats Technologist, Toughness
Traits
Fate's Favored: +1 on luck bonuses
Vagabond Child: +1 bonus and gain Disable Device as a class skill
Numerian Archaeologist: Gain Androffan as bonus language; Roll twice and choose result with glitches
Drawback
Doubt: Failing a skill or ability check results in a -4 for that type of check for the next hour.
Skills
Bluff +6 (+2 Cha, +1 rank, +3 CS)
Diplomacy +6 (+2 Cha, +1 rank, +3 CS)
Disable Device +4, (+1 Dex, +1 rank, +3 CS, +1 trait, -2 ACP)
Knowledge (Arcana) +6 (+1 Int, +1 rank, +3 CS, +1 BK)
Knowledge (Engineering) +6 (+1 Int, +1 rank, +3 CS, +1 BK)
Knowledge (Local) +6 (+1 Int, +1 rank, +3 CS, +1 BK)
Perception +3 (-1 Wis, +1 rank, +3 CS)
Spellcraft +5 (+1 Int, +1 rank, +3 CS)
Knowledge (Any other) +2 (+1 Int, +1 BK)
Languages Common, Hallit, Orc, Androffan
SQ Bardic Knowledge +1, Archaeologist's Luck +1 (7 rounds)
Other Gear Backpack, Bandolier, Bedroll, Belt Pouch, Buckler, Canteen, Drill, Flask (x2), Longsword, Technology Archive (Journal), Mess kit, Rope (50 ft.), Sack, Sewing Needle, Steel Vial (4), Studded Leather Armor, Thieves' Tools, Trail Rations (5 days), Twine (200 ft.), Whip
4 GP
6 SP

Appearance:
Pire is a man of average size, with a lean build after his time in the wastes. Used to adventuring, he wears sturdy, dark-colored clothing, usually shades of brown. He usually wears a wide-brimmed hat for protection from the scorching sun. He usually isn't seen without his almost signature grin, a sign of him always looking for the brighter side of things.

Personality:
Cheerful, if a little brash, Pire is always looking for his next lead for technological artifacts. He is usually upbeat, and doesn't hesitate to let others know what's on his mind. He enjoys travelling, and dungeon delving. Though he'll usually try to push for a peaceful solution when one's available, he's always ready for a fight - he's read enough about robots that he's itching to take one apart.

He is fascinated by the tech scattered around Numeria, and is always eager to find more of it. He doesn't always think things through, and has been duped into search barren sites more than once, however.

Background:
Pire's name comes from the everlasting flame on top of the Black Hill. His father, a smith in town, thought it appropriate to name his son after that which kept him in business. A point of contention between him and his father, who always had a rocky relationship. It came to a head when Pire was 12, running away from home, planning to live in the wilderness or the streets, wandering from place to place.

Life on the road wasn't as easy or idealistic as he thought, though he forced himself to become self sufficient. Living from day to day in Starfall, convincing and lying his way through through life, wasn't easy, but it was always different and exciting. When he was 18, and had become quite successful and conning his way out of situations, he head of a caravan that'd be passing by Torch. Thoughts of his home life made him think long and hard about what he'd be doing, and where he'd end up if he kept going like this - he was lucky he hadn't already been thrown into one of the Black Sovereign's dungeons.

Pooling and pawning his remaining goods, he purchase passage on the caravan. He ended up in the same coach as a scholar from Magnimar, who'd been researching the unique artifacts in Numeria. He explained the incredible things he'd found in his travels, and Pire was entranced. The thought of relics from a bygone era, evidence of ancient history, that still sat in the ground was intriguing, and his committed himself to finding as much about the mysterious creators of the objects as he could.

After arriving back in Torch, he met with his parents and sister, Belma, all three of whom he hadn't seen in years. He was able to make up with his father, who had only been looking out for him, something that Pire now realized, being old enough to see that perspective. He'd been living with them ever since, frequently going out for days or weeks at a time to go artifact hunting. Though he hasn't found any useful objects yet, he keeps all of his notes in a red-leather book, with a gold-embossed, 6-fingered hand on the cover, a gift from that scholar.

Recently, he's been turning his attention more and more towards the flame that makes Torch what it is. His travels have shown him that it's something unusual, even if most of the town take it for granted. Something has to be causing it, and it going out is as good a chance as any to start investigating.