About Gandel Trapspringer aka Dennis
DESCRIPTION: Gandel's most prominent feature is his unabashedly mischievous grin - the type that makes any authority figure frown and every father lock up his daughter(s). While Gandel may seem all studious and business-like back at the Grand Lodge in Absalon, his adventurous side comes to the fore when out on a dig. Whether swinging over spiked pits or dodging ingenious traps, Gandel revels in the excitement of adventuring, always looking forward to meeting new companions and tricking monsters out of their loot.
As an initiate, Gandel accompanied Master Boddynock on several expeditions to Osirion in addition to the training administered by the Society's three deans. Captitalizing on the experience gained during those expeditions, Gandel easily passed his Confirmation and was promoted to the status of Field Operative within the Society.
Gandel's first assignment as a newly-promoted Field Operative is to a massive pyramid dig site rumored to be connected to Osirion's Four Pharaohs of Ascension.
AC: 21 (10 + 5 armor + 1 shield + 3 Dex + 1 size + 1 deflection)
Hit Points: 59 [8x(d8+CON)]
Fort: +7 Ref: +11 Will: +8
Weapon Finesse: Use Dex instead of Str on attack rolls with a light weapon, rapier, whip, or spiked chain made for a creature of your size category. If you carry a shield, its armor check penalty applies to your attack rolls. [1st level]
HALFLING RACIAL ABILITIES:
+2 Dexterity, +2 Charisma, -2 Strength.
PATHFINDER DELVER ABILITIES:
Master Explorer (Ex): A Pathfinder delver adds 1/2 his class level (minimum 1) as a bonus on all Disable Device and Perception checks. A Pathfinder delver can disable intricate and complex traps in half the normal amount of time (minimum 1 round) and open a lock as a standard action instead of a full round action. He can always take 10 on Disable Device and Stealth checks, even if distracted or endangered. A delver can use Disable Device to disarm magical traps.
Surefooted (Ex): Starting at 2nd level, a Pathfinder delver can move through difficult terrain (such as hills, mountains, rubble, ruins, and similar terrain) at his normal speed. Ground that has been magically manipulated to impede motion still affects him normally.
Trap Sense +1 (Ex): At 2nd level, a Pathfinder delver gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Bardic Performance: 20 rounds per day (14 rounds + Cha modifier + 3 rounds [Maestro of the Society])
Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components. This ability replaces Inspire Courage.
Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.
Lamentable Belaborment (Ex): At 6th level, an archivist can bewilder a creature already fascinated by his performance. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). The target must make a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). Success renders the target immune to this power for 24 hours, but failure leaves the target either dazed or confused (archivist’s choice) for as long as the performance continues. If the target takes damage, this effect ends immediately. This mind-affecting ability relies on audible components. This ability replaces suggestion.
Lore Master (Ex): At 2nd level, an archivist bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. He may choose not to take 10 and can instead roll normally. As a standard action he may take 20 on Knowledge checks once per day, plus once per six levels beyond 2nd. (Replaces Versatile Performance.)
Magic Lore (Ex): At 2nd level, an archivist gains a bonus of +1/2 the bard's level on Spellcraft checks to identify magic items or decipher scrolls and may take 10 on such checks. An archivist can use Disable Device to disarm magical traps as per a rogue's trapfinding ability and gains a +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind. (Replaces Well-Versed)
Jack of All Trades (Ex): At 5th level, an archivist can use any skill, even if the skill normally requires him to be trained. (Replaces Lore Master)
1st Level Spells Cast Today: 0
Concentration Check Modifier: +11 (+8 bard caster level +3 Cha)
Spells Known (Caster Level 8):
1st Level: 4
2nd Level: 3
(i) wand of scorching ray (12 charges)
NEW APG SPELLS:
SUMMON MONSTER II CREATURE STATS:
1d3 Celestial Riding Dogs:
1d3 Celestial Eagles:
Celestial Giant Frog:
Celestial Giant Spider:
Small Earth Elemental:
The final piece of unclaimed Star Tribe jewelry is a delicate yet intricately-fashioned mithral ear wrap depicting a unicorn hippocampus - a mythological sea creature with the foreparts of a unicorn and the hindquarters of a fish, its forelegs ending in splayed fins rather than hooves. The piece is fashioned to be worn on the left ear, with the creature perched atop the ear facing forward and its tail fashioned to wrap gracefully down and around the outer curvature of the ear to hold it in place.
Gandel marvels at the ear wrap's craftsmanship for several moments before placing it upon his ear. He is pleasantly surprised when the piece magically shrinks to fit his ear.
But it does more than just shrink, as it turns out:
• When Gandel casts gallant inspiration he may re-roll all ones on his d4 rolls.
• In addition, if Gandel casts gallant inspiration to augment an attack roll and Gandel rolls an "8" (4 and 4) on his first roll, before re-rolling any 1’s, if the augmented result scores a hit, the attack roll is further automatically treated as though it were a “threat”.
•A roll to confirm the critical can then be made (by the person who made the original attack). Gandel can automatically roll 2d4 (re-rolling any 1’s) to augment that confirmation roll as well. This does not require an additional casting of gallant inspiration .
And that is Quisquatl, ear-wrap of the Star Tribe, the eldest tribe of the janni of the Osirion desert.