About Quirmydt Dephroug___________________________________________________________
+0 CMB (+2 BAB, -1 Str, -1 Size)
+9 Scimitar (+2 BAB, +5 Dex, +1 Size, +1 Level Enhancement) [Damage: 1d4+6 (18-20x2) (+5 Dex(Dervish Dance), +1 Level Enhancement)]
Max hp: 44 (+8+8+7+9; +8 Con, +0 FC, +4 Toughness)
+8 Fort (+5 base, +2 Con, +1 House Rule) (+0 Bard, +3 Monk, +2 Fighter)
Special Abilities
Bard Spells
Skills:
+11 Acrobatics (Dex +5, Ranks 3, Class Skill +3)
+0 Appraise (Int +1, Ranks 0, Class Skill +3) +5 Bluff (Cha +1, Ranks 1, Class Skill +3) +13 Climb (Str -1, Ranks 3, Class Skill +3, Climb Speed +8) +* Craft, Alchemy (Int +0, Ranks 0, Class Skill +3) +7 Diplomacy (Cha +1, Ranks 1, Class Skill +3, +2 Race) +* Disable Device (Dex +5, Ranks 0) +1 Disguise (Cha +1, Ranks 0, Class Skill +3) +9 Escape Artist (Dex +5, Ranks 1, Class Skill +3) +* Fly (Dex +4, Ranks 0) +1 Handle Animal (Cha +1, Ranks 0) +4 Heal (Wis +4, Ranks 0) +7 Intimidate (Cha +1, Ranks 1, Class Skill +3, +2 Race) +5 Knowledge, Arcana (Int +1, Ranks 1, Class Skill +3) +5 Knowledge, Dungeoneering (Int +1, Ranks 1, Class Skill +3) +* Knowledge, Engineering (Int +1, Ranks 0, Class Skill +3) +* Knowledge, Geography (Int +1, Ranks 0, Class Skill +3) +* Knowledge, History (Int +1, Ranks 0, Class Skill +3) +* Knowledge, Local (Int +1, Ranks 0, Class Skill +3) +* Knowledge, Nature (Int +1, Ranks 0, Class Skill +3) +* Knowledge, Nobility (Int +1, Ranks 0, Class Skill +3) +5 Knowledge, Planes (Int +1, Ranks 1, Class Skill +3) +5 Knowledge, Religion (Int +1, Ranks 1, Class Skill +3) +6 Linguistics (Int +1, Ranks 2, Class Skill +3) +11 Perception (Wis +4, Ranks 4, Class Skill +3) +5 Perform, Dance (Cha +2, Ranks 1, Class Skill +3) +* Profession, Untrained (Wis +4, Ranks 0, Class Skill +3) +5 Ride (Dex +5, Ranks 0, Class Skill +3) +8 Sense Motive (Wis +4, Ranks 1, Class Skill +3) +* Sleight of Hand (Dex +5, Ranks 0, Class Skill +3) +5 Spellcraft (Int +1, Ranks 1, Class Skill +3) +15 Stealth (Dex +5, Ranks 3, Class Skill +3, Size +4) +4 Survival (Wis +4, Ranks 0) +3 Swim (Str -1, Ranks 1, Class Skill +3) +5 Use Magic Device (Cha +1, Ranks 1, Class Skill +3) Each level skill points gained = 7/3+2 (+6 Bard/Monk/Inquisitor or +2+2 Lore Warden, +1 Int) +FC Traits:
Reactionary - +2 Init Blade of Mercy - do not take -4 when dealing non-lethal with a slashing weapon, +1 non-lethal damage Feats:
Dervish Dance (Bard(Dawnflower Dervish) Level 1 Bonus)
Simple Weapon Proficiency
Light Armor Proficiency
Racial:
Ability Score Racial Traits: +2 Dexterity, +2 Wisdom, and –2 Strength.
Camouflage/Swamp Stride/Weapon Familiarity: --> See Alternate Racial Traits Darkvision: Gripplis can see perfectly in the dark up to 60 feet. Alternate Racial Traits: Jumper: Gripplis with this trait are always considered to have a running start when making Acrobatics checks to jump. This racial trait replaces camouflage. Princely: The grippli gains proficiency with rapiers and a +2 racial bonus on Diplomacy and Intimidate checks. This racial trait replaces swamp stride and weapon familiarity. Favored Class/Leveling Info:
Favored Class: Inquisitor Lvl 1 (No FC Bonus - +1 Attack/Damage Enhancement) Lvl 2 (No FC Bonus - +1 Armor Enhancement) (+1 Wis) Lvl 3 (No FC Bonus - +1 Saves) Lvl 4 (No FC Bonus - +1 Ranged) (+2 Dex) Stats
Racial: +2 Dex, +2 Wis, -2 Str +1 Wis - Level 2
Bard:
Class Features Weapon and Armor Proficiency:
Dawnflower dervishes gain weapon proficiency with the scimitar. This ability replaces their proficiency with the rapier and whip. Bards are also proficient with light armor and shields (except tower shields). Dervish Dance (Ex) A Dawnflower dervish gains the Dervish Dance feat as a bonus feat.
Bardic Performance
Starting = Standard Action, Maintaining = Free, Changing = Standard.
Battle Dance A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities. Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the Dawnflower dervish to stop the previous performance and start the new one as a move action. Like a bard, a Dawnflower dervish’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A Dawnflower dervish cannot perform more than one battle dance at a time. At 10th level, a Dawnflower dervish can start a battle dance as a swift action instead of a move action. When the Dawnflower dervish uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the Dawnflower dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate).
Countersong (Su)
Distraction (Su)
Fascinate (Su)
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. Inspire Courage (Su) <-- Bonus doubled, but only on self - see Battle Dance above.
Versatile Performance (Ex)
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal). Spinning Spellcaster (Ex)
Bard Spells:
0th Level Dancing Light Mage Hand Message Open/Close 1st Level
Monk:
AC Bonus (Ex) When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. Improved Unarmed Strike
Touch of Serenity (Su)
Bonus Feats:At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a master of many styles may choose a feat in that style’s feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The master of many styles does not need to meet any other prerequisite of the feat in the style’s feat path. [/i]
Fuse Style (Ex)
Evasion (Ex)
Fighter(Lore Warden):
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Skill Ranks per Level: 2 + 2 Int Skills + Int modifier. Scholastic (Ex) Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens. - This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields. Expertise (Ex) At 2nd level, a lore warden gains Combat Expertise as a bonus feat, even if he would not normally qualify for this feat. - This ability replaces bravery 1. Maneuver Mastery (Ex) At 3rd level, a lore warden gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level. - This ability replaces armor training 1. Equipment:
Arms, Armor, and Clothing Explorer's Outfit, 2 lbs. (15)Scimitar - 2 lbs (2)Dagger - .5 lbs 4.5 lbs In Backpack
Backpack Weight: 6.75/2=3.5 lbs
Scrolls Belt Pouch Chalk, 0 pieces
Carrying Capacity
Current Weight: 20.5 lbs Light Load: x < 25 lbs.
Appearance:
Short and green, this is the initial thoughts that go through most people's minds when they see Quirmydt. However, the sharp glint in his eyes and the wicked looking scimitar hanging at his side make you realize that he is not to be trifled with. Background:
Born in the village of Kritith in the Forgotten Jungle, Quirmydt, or Qui as he likes to be called, expected to be like any other Grippli, hunting for insects and small animals and living a Grippli's life. That all ended when the Boggard's attacked. Although supposedly related in their distant past, for all that the Grippli are peaceful and agile and wise, the Boggards are monstrous and chaotic and evil. Qui was out hunting that day when he heard the croaking screams of his family and friends. He quickly returned to the village, but it was too late. As he watched in horror, he saw the much larger Boggards kill, and then consume, his parents and siblings and everyone else in the village before tearing down their homes with guttural laughs. Qui remained hidden and watched this unfold frozen in terror. After it ended, he remained there for several hours not knowing what to do. Finally, hunger woke him from his daze and he decided that he would right the wrong. He would seek out powers of good and would learn how to fight evil so that this same injustice would not happen to others. Over then next few weeks, Qui travelled across the expanse of the jungle, sleeping in trees at night and carefully traversing the dangers that hid in the dark jungle waters. He found several small villages, the first being elves who chased him away, then next contained humans but they saw him and attacked as though he was to be their next meal. Finally, he reached the edge of the jungle where the hot Desert of Char began. And there he met his savior, a beautiful human woman with the symbol of the Dawnflower emblazoned on her chest. Although he did not understand much of the human language, Qui showed her that he meant no harm. The priestess offered him some of her food, which, while not as tasty as the jungle bugs he was familiar with, was quite tasty. That night she prayed to Sarenrae and the next morning was able to speak with Qui. Qui explained that he wished to learn to fight evil such as the Boggards which destroyed his home and consumed his family. The priestess, whose name was Fiela, told him that her god, Sarenrae, was dedicated to helping the less fortunate and combating evil. She then invited him to return with her to the Temple of Sarenrae in the desert city of Malkrith. Qui returned with her and while being quite unlike the others in the temple, was readily accepted due to his honest heart and drive to fight evil. Over several years, Qui studied and learned at the temple. While he desires to eventually become a priest just like Fiela, he has been instructed that he must train in the other arts of Sarenrae first. So, he has trained in many disciplines. With the famous Dawnflower Dervish fighters he has trained in the use of the scimitar as a deadly weapon that does not require great strength, he has studied with the solemn monks to use his wisdom to determine what opponents plan before they even make an attack, and he has trained with the skilled fighters and paladins who worship Sarenrae as well. One skill that has been driven into him during training is that life is sacred. Thus, he has learned the sacred Sarenrae method of fighting in which his scimitar can be used to inflict serious physical injury without ever breaking the skin. A method which enables a warrior of the Dawnflower to disable foes without killing them. Now, after several years of training - which seems like a lifetime for the short lived Grippli - Qui is prepared to adventure out on his own. One thing that had always stuck in his head regarding the Boggard attack was the symbol worn by one Boggard who seemed to be in charge of the murderous raid. This symbol was that of a goat's head with glowing red eyes and four horns. During his time in the temple of Sarenrae, he learned that this symbol belonged to one of the most evil and chaotic of all powers in the world, the Demon Lord Orcus. Through additional research, Qui discovered that many Grippli lifetimes ago, worshippers of the demon Orcus had gathered in great numbers and committed horrible acts. In response, the powers of good joined together and defeated the hordes of Orcus. Or did they. Qui has learned that the small town of Zelkor’s Ferry is close to where the horde was defeated by the forces of good, and also where those forces of good mysteriously disappeared. Rumors abound that in tunnels beneath Zelkor’s Ferry and the lands nearby lie horrible evils. This is what Qui wishes to fight. To avenge the slaughter of his family and village, to stop the growth of evil, and to make himself strong enough so that one day he can return to the jungle and eliminate the horrid Boggards. |