About RoudantaimiRoudantaimi Kaihomieli Ruusutarhanairut
Ranged +1 Pistol +10/+5 (1d6+1 x4, 20ft) (+5 deed) MF 1-1(5ft)
Melee Club +6 (1d4-1/x2) --------------------
Feats:
Point-blank shot Gunsmithing (bonus) Precise Shot (bonus) Deadly Aim Rapid reload (Pistol) Traits:
Dangerously Curious (UMD +1, Class skill) Excitable (+2 init) Skills:
(4+5x2+2FCB) Diplomacy 11 (3+5+3) Craft (alchemy) 6 (1+0+3+2) Handle animal 9 (1+5+3) UMD 15 (6+5+3+1) Knowledge (Religion) 4 (1+3) Perception 6 (3+3) Ride 6 (1+2+3) Deeds:
Deadeye (Ex) Gunslinger's dodge (Ex) Focused Aim (Ex) Grit: 4 Gear:
Gold: 27gp 9sp Weapons MW Musket 0 4,5 (starting item) +1 Pistol 1300 2 Gunslinger's Kit 26 31 Sling 0 0 Club 0 1,5 Dagger 2 1 Armor & Wearables Buckler 5 2,5 MW chain shirt 250 12,5 Masterwork backpack 4 Bandolieer Waterproof bag Spring-Loaded Wrist Sheath x2 Weapon cord Endless Bandolier Shining Wayfinder Handy Haversack Headband of Alluring Charisma +2 First World skis (everything you say, it repeats back in a singalong voice) Cold weather outfit Holy symbol (wooden) x5 Ammo
Usables
Combat Trainer Gecko
Endless bandolier
Weight total 54,5
Capacity Light 22.5 lbs. Medium 45 lbs. Heavy 67.5 Race:
Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Darkvision Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects. 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. Eternal Hope Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred. Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores 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. Background:
One day he just appeared. No one knew where he came from, but there he was sitting on a rock in front of Sir Dramott's home. There he sat and waited unmoving for Sir Dramott to come out. And once the paladin came out of the door, a smile spread on the strangers face. "Be kind, teach me", the stranger said, with earnest look in those bright eyes. Sir Dramott stared at the odd apparition for a moment and then had a hearty chuckle. "Sorry lad, I'm taken for yer interest in our noble duty, but ye really have to go home and grow up a few years", he said to what he took as a little boy. The stranger said nothing, just smiled and stared back, tilting his head a little. And eventually, he left. But on the next morning, the same repeated. The little stranger was sitting on the same rock, waiting for the paladin.
Rumours started spreading, and reached also the ears of Sir Dramott. So on the sixth morning, when the paladin heard Roudantaimi's daily request, he said:
Appearance:
Like many other gnomes, Roudantaimi could easily be mistaken for a human child, if spied upon from afar. Looking more closely, the large eyes and pointed ears give away the sylvan origin. Roudantaimi has a blond hair surrounding his head, long and spiked. He dresses in neat traveller's clothing, the most notable thing on his person is an ornamental if unpractical-looking musket. #1: Crypt of Everflame:
Gains: 3XP, 4PP, 1448gp Used: 6x bullet&powder, alchemists fire Spending 547 gp 6 sp + 2PP: MW musket - 300 CLW wand - 2PP Scroll of Mending x4 50 gp Alchemist’s fire x2 40gp Holy weapon balm 30gp Spring-Loaded Wrist Sheath x2 10 Vermin repellent 5gp Masterwork backpack 50gp Bandolieer 0,5gp Waterproof bag 0,5 Adamantine bullet x5 30,5gp Silver bullet x5 12,5gp Bullet x6 0,6gp Black powder x6 6gp Paper Cartridge x2 12 gp Chronicle #2: Accursed halls:
Gains: 3XP, 4PP, 1448 gp =>total 2231,3 gp #3: Forgotten Laboratory:
Gains: 3XP, 4PP, 3121 gp Spending: Combat trained giant gecko 150 gp -Carrying capacity: light 75, medium 150 heavy 225 Exotic military saddle(?) 60gp 40 lbs Saddlebags 4gp 8lbs Weapon blanch ghost salt 200gp Cold iron bullet x10 2gp MW buckler 155 gp 2,5 lbs MW chain shirt 250 gp 12,5 lbs Weapon cord 0,1gp 20 gunpowder 20gp 10 cold iron bullet 20gp 10 paper cartridge 60gp 2 paper cartridge (adamantine) 72gp endless bandolier 1500gp MW pistol 1300gp Wand of Abundant Ammunition 2PP Beacon of Good 2PP =>total 2231,3 + 3121 -3793,1 = 1559,2
#4: 3-01 Frostfur Captives:
Gains: 1XP, 2PP, 1300 gp Spending: Skis 5gp Cold weather outfit 8gp Potion of Endure Elements 50gp 4x Gunpowder 4 gp Wand of Longstrider 2 PP #5: 3-21 Temple of Empyreal Enlightenment:
Gains: 1XP, 2PP, 1860 gp #6: We Be Goblins Free:
Gains: 1XP, 1PP, 1600 gp Spending: +1 enchantment on MW Pistol 2000gp 5x holy symbol 5gp spiked gauntlet 5gp Errata: selling Gloves of Reconnaissance at 2000gp #7: 8-05 Ungrounded but Unbroken:
Gains: 1XP, 2PP, 1917 gp #8: 9-14 Down the Verdant Path:
Gains: 1XP, 2PP, 1872 gp Spending: . Headband of Alluring Charisma +2 4000gp . Handy Haversack 2000gp . Swarmsuit 20gp . 2x Potion of Touch of the Sea 100gp . 2x cold iron bullet, 2x powder, 2x paper cartridge 18gp #9: 0-16 To Scale the Dragon:
Gains: 1XP, 2PP, 1681 gp Spending: . 6x bullet, 6x powder 3x paper cartridge 30gp Gecko mount, HP 11/11:
Tahmatassu Male Giant Gecko animal 2 TN Medium animal Init +2, Senses low-light vision; Perception +2 ================================================= DEFENSE ================================================= AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural, ) hp 11 ((2d8)+2) Fort +4, Ref +5, Will +2 =================================================
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Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
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