Ok, here's Benton Gearfox, a Gnome Bard. Benton's Crunch:
Benton Gearfox
Male gnome bard (archaeologist) 1 (Pathfinder RPG Ultimate Combat 32) CG Small humanoid (gnome) Init +4; Senses low-light vision; Perception +7 -------------------- Defense -------------------- AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size) hp 9 (1d8+1) Fort +1, Ref +5, Will +3; +2 vs. illusions -------------------- Offense -------------------- Speed 20 ft. Ranged light crossbow +4 (1d6/19-20) Special Attacks archaeologist's luck 7 rounds/day (+1) Spell-Like Abilities (CL 1st; concentration +4) 1/day—dancing lights, ghost sound (DC 14), prestidigitation, speak with animals Bard (Archaeologist) Spells Known (CL 1st; concentration +4) 1st (2/day)—charm person (DC 14), cure light wounds 0 (at will)—daze (DC 13), detect magic, mending, open/close (DC 13) -------------------- Statistics -------------------- Str 10, Dex 17, Con 13, Int 15, Wis 13, Cha 17 Base Atk +0; CMB -1; CMD 12 Feats Arcane Strike Traits mathematical prodigy, numerian archeaologist, rapscallion Skills Acrobatics +7 (+3 to jump), Bluff +7, Disable Device +5, Escape Artist +4, Knowledge (arcana) +4, Knowledge (dungeoneering) +3, Knowledge (engineering) +11, Knowledge (geography) +3, Knowledge (history) +3, Knowledge (local) +7, Knowledge (nature) +3, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +3, Perception +7, Perform (comedy) +7, Stealth +11, Use Magic Device +7; Racial Modifiers +2 Perception Languages Androffan, Common, Dwarven, Elven, Gnome, Sylvan SQ bardic knowledge +1, gnome magic, master tinker Other Gear leather armor, crossbow bolts (20), light crossbow, backpack, chalk, hemp rope (50 ft.), parchment, thieves' tools, 66 gp, 7 sp, 9 cp -------------------- Special Abilities -------------------- Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Archaeologist's Luck +1 (7 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills. Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks. Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Master Tinker You are proficient with any weapon you have personally crafted. Benton's Story: Benton, or Bent as some of the patron of the Evercandle Inn call him, has been in Torch for the past decade running odd jobs for the locals establishments. He's been put up in a small attic nook in exchange for his services as a runner and handyman. He spends most his time rummaging through the junkyard for parts, running orders to the local foundry for special items, and looking over a young human girl, Charlotte, who was in an accident with a horse-drawn cart. Two years ago the forge showed signs of having one of it's "eruptions." A smith, wanting to complete a project nearing it's end did not clear out in time and in his haste down the hill in his cart ran down Charlotte in the streets. She lost the use of her legs and Benton regularly visits her at the boarding house between jobs. He first created special crutches for her but as her strength diminished he put his coin towards fashioning a wheeled chair for her out of skymetal. Benton has found a group of adventures willing to go into the bowels of the hill. He wishes to find any valuable technology or treasure and use it finally finish his chair for Charlotte and give him and her a better footing in this world. Benton Stands 3 and a half feet tall. He usually has a huge grin and his golden hair is held back out of his face by broken goggles he keeps on his forehead. Well, it would be golden but it's usually matted with grease and mud. He wears leather armor that helps him keep from being pricked by metal shards while scavenging and keeps a crossbow on his back for the occasional rat hunt.
M Gnome Bard 1 (Archaeologist) [HP 9/9] | AC: 16 | T: 14 | FF: 13 | CMB: -1 | CMD: 12 | Fort +1 | Ref +5 | Will +3 | Init +4| Per +7 (Low-Light) |
The thing about operating at lower levels of the Maslow Hierarchy is that you don't take much time to reflect on things. Now that Lugert is a part of a community, albeit on the fringe of Sandpoint, he is starting to feel differently about his life. First, he feels responsibility for the community in which he has joined. Hunting bandits for revenge and animals for nutrition has now become protecting Sandpoint from bandits and providing food and furs for trade. Secondly, he feels a duty to shut down the mining camp he escaped from for good. According to traveling caravans It's developed into it's own shanty town, a self-sufficient mercenary camp built on the backs of slaves. Even with his Orc blood flowing through his veins he knows he cannot dismantle the mining operation alone. Every now and then he finds his way into the local tavern for a heartier meal, feeling more comfortable with the locals who regard him with indifference. For now, he waits to see what opportunity tomorrow brings.
M Gnome Bard 1 (Archaeologist) [HP 9/9] | AC: 16 | T: 14 | FF: 13 | CMB: -1 | CMD: 12 | Fort +1 | Ref +5 | Will +3 | Init +4| Per +7 (Low-Light) |
"It doesn't seem hostile or too scary." Benton takes a piece of jerky from his pack and walks up to the giant frog to get its attention. He holds it up above himself and says, "Here ya go." Handle Animal: 1d20 + 3 ⇒ (19) + 3 = 22 Untrained with CHA modifier.
M Gnome Bard 1 (Archaeologist) [HP 9/9] | AC: 16 | T: 14 | FF: 13 | CMB: -1 | CMD: 12 | Fort +1 | Ref +5 | Will +3 | Init +4| Per +7 (Low-Light) |
I see Benton focusing on scouting, being the face, and skill monkey. So I'll have him act accordingly. He'll scout ahead. Recognizing the half-orc puts a pit in Benton's already gurgling stomach. He looks back to the group, points to himself, and makes a finger-walking gesture followed by a lowering palm. He then turns and sneaks forward to the cavern intersection, darting between columns and shadows as the dancing lights move forward. Stealth: 1d20 + 11 ⇒ (15) + 11 = 26
M Gnome Bard 1 (Archaeologist) [HP 9/9] | AC: 16 | T: 14 | FF: 13 | CMB: -1 | CMD: 12 | Fort +1 | Ref +5 | Will +3 | Init +4| Per +7 (Low-Light) |
Benton climbs the rope and pats Rana on the shoulder. Thanks for making that easy friend! Benton will check out the body in the middle of the room with a successful stealth check. If he fails he'll wait until there is a big armored cleric to stand behind. (Looking to see what there is to hide behind through the stone forest.) Stealth: 1d20 + 11 ⇒ (14) + 11 = 25
M Gnome Bard 1 (Archaeologist) [HP 9/9] | AC: 16 | T: 14 | FF: 13 | CMB: -1 | CMD: 12 | Fort +1 | Ref +5 | Will +3 | Init +4| Per +7 (Low-Light) |
Rana, give me a boost. I'll hop up there. Benton beckons with his hands turned up interlaced, looking like he wants a foot hold. (and an Aid Another check to his acrobatic jump.) Acrobatics (to jump): 1d20 + 3 ⇒ (2) + 3 = 5 Low Roll Reflex Save: 1d20 + 5 ⇒ (18) + 5 = 23
M Gnome Bard 1 (Archaeologist) [HP 9/9] | AC: 16 | T: 14 | FF: 13 | CMB: -1 | CMD: 12 | Fort +1 | Ref +5 | Will +3 | Init +4| Per +7 (Low-Light) |
Benton stands and rubs his head. "I'll be at your heels." Though clearly sickened, his face fills with joy. "Who knew how much fun this would be already!? I wonder what we'll find!" Perception: 1d20 + 7 ⇒ (14) + 7 = 21
M Gnome Bard 1 (Archaeologist) [HP 9/9] | AC: 16 | T: 14 | FF: 13 | CMB: -1 | CMD: 12 | Fort +1 | Ref +5 | Will +3 | Init +4| Per +7 (Low-Light) |
Benton emerges from the water and lays down in the fetal position. He groans for a bit and then looks wide-eyed around him. This is the first time he's ventured this far into any place remotely dangerous. What an amazing place! Ugggghhh I'll have to be careful, I've got the bubbleguts.
M Gnome Bard 1 (Archaeologist) [HP 9/9] | AC: 16 | T: 14 | FF: 13 | CMB: -1 | CMD: 12 | Fort +1 | Ref +5 | Will +3 | Init +4| Per +7 (Low-Light) |
Let me make sure my stat changes match the DM expectations. I added 4 skill points. I spent 2 on a feat.
I also switched out Benton's bow for a crossbow. It makes more sense thematically for him. I switched his spells around to match the new group make up and CLW request. This looks good to me but wanted to check in.
M Gnome Bard 1 (Archaeologist) [HP 9/9] | AC: 16 | T: 14 | FF: 13 | CMB: -1 | CMD: 12 | Fort +1 | Ref +5 | Will +3 | Init +4| Per +7 (Low-Light) |
Benton's eye brows shift into a confused look as he looks around at his team as they speak altruistically about the gold. I guess that leaves me as the one doing this for the gold! Where can we get started Concealer Freddert? Benton grins from ear to ear and his eyes are wide with excitement.
M Gnome Bard 1 (Archaeologist) [HP 9/9] | AC: 16 | T: 14 | FF: 13 | CMB: -1 | CMD: 12 | Fort +1 | Ref +5 | Will +3 | Init +4| Per +7 (Low-Light) |
Well put friends! I'll be ready in a jif! Benton dives beneath the table and disappears into the crowd. A minute passes by and he suddenly appears again from the rafters, hopping down onto the table with a loud thud and causing the mugs to shake. He's dawned a short bow, a hard leather tunic, and a small backpack. I know a shortcut. I've run letters for the mayor a few times! Know. Local: D20=9 +6 = 15
M Gnome Bard 1 (Archaeologist) [HP 9/9] | AC: 16 | T: 14 | FF: 13 | CMB: -1 | CMD: 12 | Fort +1 | Ref +5 | Will +3 | Init +4| Per +7 (Low-Light) |
Great to meet all of you. I'm really looking forward to this game. I GM'd last year and moved to LA in February. I start my new job and now have a good schedule. I work 8:30AM-7PM M-F. I can post from work and usually check my computer within an hour of coming home. If for some reason I get too quiet email me at jnite64 [at][geemail][dot][com]. Heh, Bent ran with the tavern too. Dax and I can head to the lab though if need be.
M Gnome Bard 1 (Archaeologist) [HP 9/9] | AC: 16 | T: 14 | FF: 13 | CMB: -1 | CMD: 12 | Fort +1 | Ref +5 | Will +3 | Init +4| Per +7 (Low-Light) |
Benton wanders into the backdoor of the tavern. As he walks into the bar he washes his greasy hands on his tunic and jumps up on the tavern bar. "The still is fixed! Order up everyone!" He yells with a high-pitched voice. "Great work again Bent, here's two coppers and a cup." The bartender hands his young looking gnome tenant a couple coins and coffee cup of ale. "Now get the blazes off my counter!" The bar erupts in cheers and laughter. This was the second time this month Benton had to run to the scrapyard to find some metal salvage to fix the still's valve. It was easy to find parts, but there was never anything valuable turning up in the runs. Still though, Benton lived well for a gnome. He had a small attic closet to sleep in and friendly acquaintances around town who knew him from the tavern he ran odd jobs out of. Benton chugged his ale and hopped to the floor. Weaving through legs of both humans and tables he made his way towards Dax. "Good to see you Ms. Dax! How many seconds since our last bit of drink?" The gnome spoke cheerfully as he hopped into the chair across from the cowled woman. Benton had met Dax in the tavern, along with the other metalkin and the grippli, two weeks ago. From his perch in the rafters he heard several conversations about the doused forge and acting as a intermediary was able to get the group to start talking with each other. Soon there would treasure to find and a new moving chair for Charlotte.
I would like to submit my half-orc ranger. Lugert:
Lugert Half-orc ranger 1 CG Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +5 -------------------- Defense -------------------- AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex) hp 12 (1d10+2) Fort +5, Ref +3, Will +1 Defensive Abilities orc ferocity -------------------- Offense -------------------- Speed 30 ft. Melee heavy pick +4 (1d6+4/×4) Special Attacks favored enemy (humans +2) -------------------- Statistics -------------------- Str 17, Dex 12, Con 14, Int 14, Wis 13, Cha 8 Base Atk +1; CMB +4; CMD 15 Feats Power Attack Traits resilient, restless wayfarer Skills Climb +8, Heal +5, Intimidate +5, Knowledge (geography) +7, Knowledge (nature) +6, Perception +5, Stealth +4, Survival +5, Swim +6; Racial Modifiers +2 Intimidate Languages Common, Giant, Hallit, Orc, Skald SQ orc blood, track +1, wild empathy +0 Other Gear hide shirt, heavy pick, backpack, bedroll, blanket, winter, climber's kit, pot, snowshoes, tent, small, torch (4), waterskin (2), weapon cord, 21 gp, 4 sp, 6 cp -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white vision only). Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Snowshoes -50% walking penalty for heavy snow. Track +1 Add the listed bonus to survival checks made to track. Weapon cord Attached weapon can be recovered as a swift action. Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy. Backstory:
Lugert was enslaved by a bandit camp high in the mountains in his pre-teen after his tribe was scattered by Taldon mercenaries clearing land for nobles. He was chained and marched into the cold mountains to mine iron and precious metals for the bandits' coming efforts to establish their own hold at the base of the mountain. Lugert was kept well fed during the warmer months but gruel was all he could have during the winter, and he soon learned to shrug off the hunger pangs and weariness, as well as the cold temperatures he worked in. One evening, as he laid down for the night, his feet chained to the wall, the bandit foreman decided it was time to show all the half-orc slaves a lesson. He grabbed a heavy mining pick from the wall locker and walked towards the wall the slaves were chained to. With one drunken swing the foreman brought the pick down onto an orc laying next to Lugert. It made contact with his leg, the snapping of bone and howling from pain filled the air. Lugert pulled at his ankle manacles and jangled his chains. "Oh, ya wants some too, do ya?" The foreman sneered. The man brought the pick back above his head and drove it down towards Lugert's head. Lugert rolled to the right away from the blow as rock splintered and hit the side of his face. He reached up a wrapped his wrist-cuffs around the other end of the pick and yanked it towards him. The handle wretched free of the foreman's grip and jerked up hitting the man under his chin, sending him backwards onto the floor. Using what leverage he could get from his cramped bonds, Lugert sat up and positioned the pick's head underneath the wall plate holding him in place. He leaned back with all his might and ripped the metal from its bonds. The young half-orc stumbled as he gained his footing, his vision clear in the darkness fill room. He looked over to his fellow slave who had been impaled. A pool of blood had expanded from his wound, his breathing light. He would not survive his injury. Silently seething with rage Lugert brought the pick up with his bound hands and sent the pointed head down into the skull of his foreman captor. Bits of skull and brain splattered as the swing brought the pick down in the rocky floor. "Howell, are you up there?" Came a voice from outside, coming from the barracks. Lugert's heart raced. He only had time to break his leg chains, enabling him to take a full gait. Taking his chance he ran out into the moonless night, sticking to crevices and shadows of giant conifers until finally a safe distance from the slave camp. The following two years would see Lugert learning to survive in the wild and hunting the bandits when one wandered to far from their logistics routes. Eventually the camp is abandoned and Lugert becomes a mountain nomad, wandering the wilderness and hunting for his own food. Eventually he comes to Heldren and finds it a suitable place to start over. He keeps his distance from the center of town but works with some of the merchants selling skins and weapons he takes from bandits. He deals with many different traders and has picked up different languages from his time in town. He has made enough coin to afford a small tent, a climbing kit, and winter clothing and blankets which he considers great luxuries. His most prized possession is his Heavy Pick, the same one that gave him his freedom. Edit: Just saw your above post about starting in the warm/sunny area. The backstory stays the same, Lugert decides to escort some traders he can become friendly with and is spending some time and coin wherever you have the story starting.
Benton's Backstory: Benton, or Bent as some of the patron of the Evercandle Inn call him, has been in Torch for the past decade running odd jobs for the locals establishments. He's been put up in a small attic nook in exchange for his services as a runner and handyman. He spends most his time rummaging through the junkyard for parts, running orders to the local foundry for special items, and looking over a young human girl, Charlotte, who was in an accident with a horse-drawn cart. Two years ago the forge showed signs of having one of it's "eruptions." A smith, wanting to complete a project nearing it's end did not clear out in time and in his haste down the hill in his cart ran down Charlotte in the streets. She lost the use of her legs and Benton regularly visits her at the boarding house between jobs. He first created special crutches for her but as her strength diminished he put his coin towards fashioning a wheeled chair for her out of skymetal. Benton has found a group of adventures willing to go into the bowels of the hill. He wishes to find any valuable technology or treasure and use it finally finish his chair for Charlotte and give him and her a better footing in this world.
I would like to submit Benton Gearfox, my gnome archeologist with the technologist feat and Numerian archeologist trait. I always write back stories but I'm about to head out for the night. I'll check back later. Benton Gearfox: Benton Gearfox
Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su |