Madge Blossomheart

Deria Burfoot's page

4 posts. Organized Play character for Tulay Miller.


Full Name

Deria Burfoot (Child Named)

Race

Kender Rouge lvl 1(Trapfinder) | HP: 9/9 | AC 16 (T 14, FF 13) | CMB: ?10? CMD: 13 | F:+2 R:+6 W:+2 (+2 vs fear effects)| Init +5 | Perc +7, SM +1, Diplomacy +6

Classes/Levels

| Speed 30 ft. | Sneak attack 1d6 ranged SA permitted | Trapfinding +1 to perceiving traps and disabling them| magical traps included in Disable Device

Gender

Female

Size

small

Age

19

Special Abilities

Trapfinder

Alignment

Chaotic Good

Languages

Common, Kenderspeak, Draconic

Occupation

'finder of things' (pickpocket)

Strength 13
Dexterity 16
Constitution 13
Intelligence 12
Wisdom 13
Charisma 14

About Deria Burfoot

Hair: changes when she finds a new color of Dye. Currently: bright pink due to mistaking nearly empty washout potion for dye after red dye
Eyes: Grey

stats/skills:

Str:13, Dex:16, Con:13, Int:12, Wis:13, Cha:14
AC: 16 Touch: 14 Flatfooted: 13
Fort: 2 Reflex: 6 Will: 2
BAB: 0 CMD: 13 CMB: ?10?
INIT: 5
Acro: 7, Appra: 5, Bluff: 6, Climb:5, Diplo: 6, Dis.Div.: 9, Disg: 2, Esc.Art.: 3, Fly: 5, Heal: 1, Intim: 2, Percep: 7, Ride: 3, Sen.Mot.: 1, Sli.Han.: 9, Stealth: 7, Surv: 1, Swim: 1, U.Mag.Div: 6

Racial Traits:

Kender Traits
Type: Humanoid
Speed: 30 feet
• Fearless (ARG 223): You receive a +2 racial bonus on all saving throws against fear.
• luck of kenders: plus one to each saving throw
• Taunt: always has taunt as bonus feat
• Kender Weapon Proficiency: Can use any traditional Kender Weapon
• Sharp senses: plus two to perception checks
• Curious fingers: disable device and slight of hand always class skills for kinder

Traits:

• Reactionary (APG 328): You gain a +2 trait bonus to Initiative checks.
• Clever Wordplay (Diplomacy) (PSP 11): You attempt Diplomacy checks using your Intelligence modifier instead of your Charisma modifier.

Class Features:

• Archetypes: Trapsmith
• Armor Proficiency: You are proficient in Light Armor.
• Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Crossbow, hand; Rapier; Sap; Shortbow; Sword, short
• Sneak Attack (Ex) (Core 68): When you are flanking your target, or when they are denied their Dexterity bonus to AC, you can deal an extra 1d6 damage. This is precision damage and is not multiplied on a critical hit. You can sneak attack with a ranged weapon if the target is within 30ft. If using a nonlethal weapon, your sneak attack does nonlethal damage. You cannot deal nonlethal sneak attack damage with a weapon that deals lethal damage. You must be able to see your target well enough to pick out a vital spot. You cannot sneak attack a creature with concealment.
• Trapfinding (Core 68): You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use Disable Device to disarm magic traps.

Feats:

• Deft Hands (Core 121): You get a +2 bonus on all Disable Device and Sleight of Hand skill checks. Increases to +4 if you have 10 or more ranks.
• Taunt

background:

Deria grew up having heard tales of how it was a burfoot who saved Kyrin from destruction during the war of the dragons. While she doesn’t believe it partly another part of her has decided she must live up to her parents name… just incase its true she’s been wandering and ‘finding’ ‘missing’ items for the past 5 years and trying to place the items in the ‘correct’ home. Thankfully its helped her place many a key in the right jail cell key, just not her in the right adventure. However she has a good feeling about this current adventure, (at least this one doesn’t have a irate jailor yelling at her from the other side of the bars…..yet). she currently journeys with her simple leather armor, Sashik, a couple days of rations, her trusty Polpak (that thing had gotten her into and out of so many things), her Hoopak in hand, Whippik about her waist and pouches with a few misc items that ‘found’ their way into there from the last town. OH and of course the key those irate jailors are likely looking for. Should have really left those behind….. have to turn those over to the nearest official type person I see.

Weapon Details:

Whippik: 1lbs 5 stl The whippik (whip-bow) is a foot-long wooden haft that ends in a length of looped catgut or braided leather. The whippik can be used in a whip-like motion to hurl darts with greater force and range than is otherwise possible. The whippik has a range of ten range increments, as is normal for a projectile weapon. The whippik is also treated as a whip with a 5-foot reach. Weapon Familiarity: Kender.
Sashik: 3lbs 18stl A sashik is a weighted rope-sash worn by some kender. One end of the sashik holds the kender’s pouches and can be swung like a weighted sash. Two dozen wooden beads are strung into the sashik and act similar to two sets of caltrops, with one exception: if the beads succeed on the attack, the target takes no damage but must make a DC 12 Balance check or be knocked prone (DC 17 if the target was charging or running). Function: A sashik attacks as a weighted sash of equivalent size (Small for kender). If you are proficient in the weighted sash, you are also proficient in the sashik.
Polpak: 14lbs 28stl The polpak is an 8-foot long pole that ends in a short saw-toothed blade. Iron rings circle the pole and can aid in climbing, and a set of caltrops is tied to the polpak’s crosspiece for deterring angry guards and shopkeepers. The blade can saw through wood or leather or can be played like an instrument. A catch on the polpak releases the blade for use as a shortsword, or allows the pole to be swung about like a quarterstaff. Function: A polpak attacks as a longspear, quarterstaff, or shortsword of equivalent size (Small for kender). Weapon Familiarity: Kender.
Hoopak: 8lbs 21stl The hoopak is probably the most well known of the kender weapons. It is typically a 3-foot staff made of hard yet supple wood that is forked at one end and has a metal tip at the other. The metal tip can be sharpened and the hoopak can be thrown like a shortspear. The hoopak can also be stuck into the ground so that missiles can be fired from the forked end like a slingshot. It can also be twirled over the head like a sling to launch sling bullets or stones, or it may be used as a traditional sling staff. A hoopak can be used as a double weapon, making one attack with the quarterstaff function and the other as a shortspear. Occasionally this type of weapon can be hollowed out to hold useful objects, like silk rope or stones for ammunition. As a tool the hoopak can be used to help a kender gather fruit from the lower branches of trees, like an apple picker. As a musical instrument the hoopak can be swung in a circle to emit a low bullroar. Function: A hoopak attacks as a quarterstaff, shortspear, or sling (bullets required) of equivalent size (Small for kender). Weapon Familiarity: Kender