Male Gnome Fighter - HP 8/22 | AC 17 (to12)(ff16) | F +6 R +1 W +0 | CMD 13 | Init +1 | Per +2 LLV
About Bunko Derwerrid
Male Gnome Fighter (Drill Sergeant) 2
LN Small humanoid (gnome)
Init +2; Senses Perception +2 (low-light)
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DEFENSE
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AC 17, touch 12, flat-footed 16. (+5 armor, +1 Dex, +1 size)
hp 22 (2d10+6)
Fort +6, Ref +1, Will +0
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OFFENSE
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Spd 15 ft.
Melee +6 gnome hooked hammer (1d6+3, 20/x3, bludgeoning; or 1d4+3, 20/x4, piercing)
Melee +5 cold iron longsword (1d6+2, 19-20/x2)
Melee +5 silver light mace (1d4+2, 20/x2)
Ranged +4 light crossbow (1d6, 19-20/x2)
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STATISTICS
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Str 14 (+2), Dex 12 (+1), Con 16 (+3), Int 13 (+1), Wis 11 (+0), Cha 11 (+0)
Base Atk +2; CMB +2; CMD 13
Feats: Great Hatred (additional +1 to melee and thrown weapon attacks against targets of hatred racial trait), Power Attack (current: -1/+2), Stealth Synergy (T) (while you can see one or more allies with this feat, when making Stealth checks, take the best d20 roll and apply modifiers individually), Weapon Focus (gnome hooked hammer)
Traits: Forest Senses (when in unsettled lands, +2 trait bonus to Perception checks to act in a surprise round, and no penalty to Perception checks while sleeping), Tactician (+1 trait bonus to initiative; 1/day, +2 to an AoO), World-Weary (Heal is a class skill, aid another to improve AC improves AC by +4)
Drawback: Burned (-1 penalty on saves against fire effects; when next to open flames or on fire, -1 on attack rolls, saves, and skill checks until a round is spent away from fire)
Languages Common, Gnome, Goblin, Sylvan.
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SPECIAL ABILITIES
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Favored Class: Fighter (Extra HP: 0, Extra SP: 2)
Racial Traits:
- Defensive Training: +4 dodge bonus to AC versus monsters with the giant subtype.
- Illusion Resistance: +2 racial saving throw bonus versus illusion spells and effects.
- Keen Senses: +2 bonus to Perception checks.
- Obsessive: +2 bonus to Craft (shoes).
- Gnome Magic: 1/day: dancing lights, ghost sound, prestidigitation, speak with animals. (CL = level)
- Hatred: +1 bonus to attack rolls against humanoid creatures with the reptilian or goblin subtypes.
- Weapon Familiarity: Any weapon with "gnome" in the name count as martial weapons.
Tactician: Gain a teamwork feat as a bonus feat (Stealth Synergy). 1/day as a standard action, grant this feat to all allies within 30 feet for 3 rounds plus 1 round/2 fighter levels (current=4).
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EQUIPMENT
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Gnome hooked hammer, cold iron longsword, silver light mace, light crossbow, 20 bolts, scale mail, fighter's kit (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, torches x10, 5 days worth of trail rations, waterskin), 4 gp, 14 sp.
Background:
Nirmathans are no strangers to the horrors of war, so when Bunko Derwerrid came to town a decade ago, no one asked about the unsettling burn scars on the left side of his body. He certainly didn't venture any explanations - just asked if there was some place he could set up a cobbler's shop and went to work within a week. Two things became very clear within that first week. The first was that his passion for shoes had not translated into any sort of skill at making them. The second was that he had no desire to discuss his life prior to arriving in Phaendar, and so people began to speculate about the hooked hammer they spied behind the counter, and what he must have done in his prior life. It would take the better part of five years before the story would be known, squeezed out of him drop by drop in that time.
Those that guessed that he had spent time with the Nirmathan regulars were correct - he had been a drill sergeant in the army, and spent a few years training young Nirmathans to fight against the Molthuni invaders. He excelled at this, but the knowledge that he was training the youth of a generation to go and die against an unrelenting foe weighed upon him. He finally decided to reenlist after one too many sleepless nights, and marched off to the front lines.
When he got there, he found himself woefully unprepared for the Molthuni war machine. The regulars were equivalently trained, but their exploitation of monstrous troops meant the Nirmathan forces never had a chance. Sure, he killed a few hobgoblins, but he watched his left flank killed by a pair of werebears. He and his squad began a fighting retreat, but their enchanters set everything on fire - the forest, his squad, him- everything. He only survived by pretending to be dead. His squad was slaughtered to a man. When the fighting had passed, he left the battlefield alone, turning his back on the fighting.
He's never openly admitted that he'd deserted, but the way he rationalizes it, Nirmathas believes him dead, and he's just never corrected their mistake. And so he works in Phaendar, making crude shoes for the simple folk, wondering why he was left alive when all of his squad died, staving off the Bleaching for one more day, questioning if it weren't a good idea to just fade away into nothingness before starting on a new hob-nailed boot.
Description:
Somewhat tall for a gnome, Bunko has steel-gray hair with a bit of a shine to it. His dark green eyes never betray much emotion - though he may sometimes wear a smile upon his lips, his eyes never laugh. His left side is covered in pink scar tissue from the fires that claimed the lives of his squad, and he's missing a portion of hair on his head from that side as well. He wears simple, sturdy clothing, kept tidy from years of military training instilled in him.
Personality:
Bunko's scars run deep. He has a strong dose of survivor's guilt, and sometimes struggles to find reasons to keep going. What emotions that aren't blunted within him are purely negative ones - hatred and despair primarily. He knows he's broken, he knows he needs fixing - he just isn't sure if there's anything left to fix.