Fey Friend

Bander Drunkensquirrel's page

371 posts. Alias of Gnomezrule.


Race

Kender Unchained Rogue 2 HP 19/19 | AC 20, FF 16, T 15 | F +4 R +9 W +2 | Init +5 | CMB +0 | CMD 16 | Speed 20ft | Perception +8

Size

40 inches tall

Age

23

Alignment

Neutral Good

Location

Currently Solace

Languages

Common, Kenderspeak

Occupation

Wanderer, Trader, & Adventurer

Strength 11
Dexterity 21
Constitution 16
Intelligence 16
Wisdom 12
Charisma 14

About Bander Drunkensquirrel

Combat:

Speed 30
Melee Dagger + 6 (1d3+5)
Melee Hoopak (Spear End) +6 (1d6+5)
Melee Hoopak (Blunt End) + 6 (1d4+5)
Range Thrown Dagger +6 (1d3+5) Range 30
Range Hoopak (Sling) +6 (1d3+5) Range 80
Space 5ft.; Reach 5
BAB +1CMB +0 CMD 16
Sneak Attack+1D6

Feats:

Armor Prof Light (Rogue)
Rogue Weapon Prof (Rogue)
Simple Weapon Proficiency, Weapon Familiarity "Kender" (Race)
Weapon Finesse: (Finesse Training Rogue Ability) Use DEX mod instead of STR mod for melee attack to hit
Two Weapon Fighting (1st Level Feat): You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon. Prerequisite: Dex 15. Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Normal: If you wield a second weapon in your off-hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off-hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
Combat Swipe (Rogue Talent): A rogue with this talent gains Improved Steal as a bonus feat. At 6th level, she is treated as if she met all the prerequisites for Greater Steal (although she must take the feat as normal). (Improved Steal: You have a knack for snatching items from your opponents. Prerequisites: Int 13, Combat Expertise. Benefit: You do not provoke an attack of opportunity when performing a steal combat maneuver. In addition, you receive a +2 bonus on checks made to steal an item from a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to steal an item from you. Normal: You provoke an attack of opportunity when performing a steal combat maneuver.

Traits:
Aimiable Blunder:Your easygoing demeanour allows you to sometimes recover from potentially awkward social situations or even condemnatory faux pas. Benefit(s): Once per day when you fail a Diplomacy check by 5 or more and would cause an NPC’s attitude toward you to worsen, you can immediately attempt another Diplomacy check against the same DC as a free action. If you succeed at this second Diplomacy check, the character’s attitude doesn’t change, as though you had failed the original check by 4 or less.

Skills:

22 Skills Ranks
***Adventuring Skills***
Acrobatics +8 = (2 Rank +5 DEX +3 Class Skill -2 Armor Check)
Bluff +6 = (1 Rank +2 CHA +3 Class Skill)
Climb +5 = (2 Rank +0 STR +3 Class Skill -2 Armor Check)
Craft +2 = (+2 INT)
Diplomacy +6 = (1 Rank +2 CHA +3 Class Skill)
Disable Device +10 = (2 Rank +5 DEX +3 Class Skill -2 Armor Check +2 Racial)
Disquise +2 = (+2 CHA)
Escape Artist +8 = (2 Rank +5 DEX +3 Class Skill -2 Armor Check)
Intimidate +2 = (+2 CHA)
Know Dungeonering +2 = (+2 INT)
Know Local +6 = (1 Rank INT +2 +3 Class Skill)
Know Nobility +2 = (+2 INT)
Perception +8 = (2 Rank +1 WIS +3 Class Skill +2 Racial)
Performance +2 = (+2 CHA)
Ride +5 = (+5 DEX)
Sense Motive +5 = (1 Rank +1 WIS +3 Class Skill)
Sleight of Hand +10 = (2 Rank +5 DEX +3 Class Skill -2 Armor Check +2 Racial)
Stealth +12 = (2 Rank +5 DEX +3 Class Skill -2 Armor Check + 4 Size)
Swim +3 = (2 Rank +0 STR +3 Class Skill -2 Armor Check
Use Magic Device +7 = (2 Rank + 2 CHA +3 Class Skill)
***Background Skills***
Aprpraise +2 = (+2 INT)
Craft +2 = (+2 INT)
Handle Animal +1 = (+1 WIS)
Know Engineering +2 = (+2 INT)
Know History +2 = INT +2
Know Geography +6 = (1 Rank +2 INT +3 Class Skill)
Know Nobility +2 = (+2 INT)
Linguistics +6 = (1 Rank + 2 INT +3 Class Skill)

Special Abilities:

Kender Fearlessness: Kender are immune to fear, both magical and otherwise.
Curious Fingers: Disable Device and Sleight of Hand are always class skills for kender.
Taunt: Kender gain the Taunt feat for free. You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being smaller than your target.
Weapon Familiarity: Kender are proficient with hoopaks, slings and treat any weapon with the word "Kender" in its name as a martial weapon.
Saving Throw Bonus: +1 racial bonus on all saving throws. Due to their eternal optimism and inherent belief in the goodness of all people, kender manage to survive and thrive in a world that is often hostile to them.
Skill Bonuses+2 racial bonus on Open Locks and Sleight of Hand checks. Kender can use these two abilities as though they were trained, even if they have 0 ranks in the skills.
Lack of Focus: Kender have a –4 racial penalty on Concentration checks. Kender don’t necessarily lack magical talent, but their general lack of focus discourages them from pursuing careers in magic.
Trapfinding At level 1 a rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1).
Finesse Training: At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Evasion: At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a 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 armour or no armour. A helpless rogue does not gain the benefit of evasion.

Equipment:

Explorer's Outfit
Chainshirt
Hoopak (Spear, staff & sling)
Silver dagger
Rogues Kit (Backpack)
*Bedroll
*Grappling Hook
*Iron Pot
*Mess Kit
*Mirror
*Pitons
*Rope
*Soap
*Que Kiri pipe
*21 Days Rations
*Torches
*Trail Rations
*Waterskin
*Belt-pouch
*Caltrops
*Chalk
*Flint and Steel
*Thieves Tools
*Small bag filled with 4 vials of clear liquid with rocks inside
Hobgoblin's Belt Pouch
*124stp
*3 feathers
*A lady's fan
*Rabbit's Foot
*A salt shaker
*Hat Pin

Background:
Bander had a happy childhood filled with fun and carefree adventure. Running the fields and forests of Kenderhome. His parents, Hopple and Willa Quick ran a small shop trading in all sorts of trade goods, groceries, curios and second-hand items in the tree city of Lookit. Like many kender Bander was allowed to pursue what things captured his fancy. He tried his hand at many things that were part of life in Lookit, hunting, fishing, various crafting works and so on. Like many young Kender Bander looked forward to his time of wandering and enjoyed the tales of local hero Treven Rambleon. Treven taught Bander more than a few tricks and fighting tips with the hoopak.

When the time came for him to leave home burning with wanderlust to see the world beyond the horizon. His parents smiled in their bittersweet way reliving their own time on the road. Jealous of the adventures he would no doubt find in the wider world and hoping that the home-yearning would bring him back swiftly.

Bander wanting to see more of the world found his way onto a ship heading toward the lands of Coastlund. Boy were they mad when the had already left shore and found a kender aboard. Bander was removed from the ship at Hargoth where he began his travels south and east. Recently reaching the city of Solanthus.

Personality:
A generous and gentle laughter bubbles from this childish small person. A Kender for certain. A kind demeanour. He speaks with a thick Kendermore accent. He carries himself with the sort of brash disposition of a Kender that rarely matches proper decorum.

Appearance:
A smiling childish kender with piercing green eyes which dart about always looking for . . . something. His features are sharp except for his rounded cheeks whether this is his smile or softness to his face is hard to tell. His face is framed by a bandana and a pair of bound locks of hair. The remainder of his hair is swept back into a kender topknot. He is dressed in deep earth tones. His gear has seen miles of cross-country travel. His soft black leather boots run high on his calf over deep maroon breeches. He wears a chain-shirt that looks finely made. His hauberk and belt sport many pouches. He has a backpack of buttery leather.

Kender:

Ability Scores +4 Dexterity, -2 Strength, -2 Wisdom
Sharp Senses Kender receive a +2 bonus on all Perception skill checks.
Small: Kender gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Speed A kender's base land speed is 30 feet. Kender are faster
than their size would suggest.
Kender Fearlessness (4RP):* Kender are immune to fear, both magical and otherwise.
Curious Fingers: Disable Device and Sleight of Hand are always class skills for kender.
Taunt: Kender gain the Taunt feat for free. You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being smaller than your target.
Weapon Familiarity: Kender are proficient with hoopaks, slings and treat any weapon with the word "Kender" in its name as a martial weapon.
Saving Throw Bonus: +1 racial bonus on all saving throws. Due to their eternal optimism and inherent belief in the goodness of all people, kender manage to survive and thrive in a world that is often hostile to them.
Skill Bonuses+2 racial bonus on Open Locks and Sleight of Hand checks. Kender can use these two abilities as though they were trained, even if they have 0 ranks in the skills.
Lack of Focus: Kender have a –4 racial penalty on Concentration checks. Kender don’t necessarily lack magical talent, but their general lack of focus discourages them from pursuing careers in magic.
Fearlessness: Kender are immune to fear, magical and otherwise.
Automatic Languages: Common, Kenderspeak. Bonus Languages: Dwarven, Ergot, Elven, Goblin, Solamnic.
Favored Class:Rogue.