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About Grey ScoutInitiative: +2
Defense:
AC = 17, 10 + 2(Dex) + 2(dodge) + 1(size) + 2(leather)
Defenses: Spell Resistance 12
Offense:
Base speed = 20 ft Ranged attacks, Point blank shot feat not included, +1 to hit and damage at ranges of 30 feet or less. Shortbow, +3 (1d4/×3) 60 ft
Melee attacks Morningstar, +2 (1d6+1/×2)
If target is denied dex bonus to AC or is flanked in melee can get extra 1d6 damage for sneak attack. Base attack: 0, CMB 0, CMD 12 Racial Traits:
-2 Strength, +2 Dexterity, +2 Wisdom, -4 Charisma Svirfneblin are humanoids with the gnome subtype. Svirfneblin are small creatures. Base speed 20 feet. Defensive Training: Svirfneblin gain a +2 dodge bonus to armor class. Senses: Svirfneblin have dark vision 120 feet and low light vision. Fortunate: Svirfneblin gain a +2 racial bonus on all saving throws. Skilled: Svirfneblin gain a +2 racial bonus on Stealth checks, this improves to a +4 bonus underground. They gain a +2 racial bonus on Craft (Alchemy) checks and perception checks. Hatred: Svirfneblin receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and dwarven subtypes due to training against these hated foes. Stonecunning: Receives a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them whether or not they are actively looking. Spell Resistance: Svirfneblin have SR equal to 11 + their class levels. Svirfneblin Magic: Svirfneblin add +1 to the DC of any illusion spells they cast. Svirfneblin also gain the following spells like abilities: Constant - nondetection ; 1/day - blindness/deafness, blur, disguise self, caster level equals the Svirfneblin's class levels. Languages: They begin play speaking Gnome and Undercommon. Those with high intelligence scores can choose from the following: Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc and Terran.
Class Features:
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow and short sword. They are proficient with light armor but not with shields. Sneak attack: A rogue's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC. Ranged attacks can count as sneak attacks only if the target is within 30 feet. Trap finding: A rogue adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device Checks made to disarm traps (minimum +1). A rogue can use disable device to disarm magic traps. Rogue Talents:
None at this level. Feats:
Point Blank Shot Character Traits:
Faith Trait - Caretaker: +1 bonus on Heal checks and Heal is always a class skill. Campaign Trait: Boarded in VARISIA. +2 trait bonus on all Bluff checks made against inhabitants of the jungle. Trained Skills:
Acrobatics (DEX*) +6 Bluff (CHA) +4[E] Climb (STR*) +5 Disable Device (DEX*) +6[A] Escape Artist (DEX*) +6 Heal (WIS) +5[B] Perception (WIS) +7[C] Sense Motive (WIS) +5 Stealth (DEX*) +12[D] Swim (STR*) +5 An * after the key ability indicates that the skill is subject to an armor check penalty. Grey Scout is currently wearing armor with an ACP of 0. [A] Does not include the +1 bonus to disarm traps granted by Trap Finding. [B] Does not include the +2 bonus for using the healing kit. Given that the kit only has a limited number of uses and is costly Grey Scout will likely only use it when he is trying to stabilize somebody. [C] Includes the +2 racial modifier. Does not include the +1 bonus for trap finding and also does not include the +2 bonus for stonecunning. [D] Gets an extra +2 bonus to stealth when using the skill underground. [E] Does not include the +2 trait bonus when using skill against jungle inhabitants. Equipment:
Encumbrance: Light load < 33 lbs, Medium load < 65 lbs, Heavy load < 98 lbs. 150 gold to spend on gear On person Explorer's Outfit (free) 2 lbs
total spent: 140 gp, total weight: 21.5 lbs Backpack 2 gp 0.5 lbs
total spent: 9.1 gp, total weight: 5.25 lbs Grand total spent: 140 gp + 9.1 gp = 149.1 gp, 0.9 gp left over
Background:
Grey Scout is not the name that he was given by his parents. That name was long and just about unpronounceable by anybody who wasn't a native Gnome speaker. It was noticed as Grey Scout was growing up that he was rather charismatic as such things are considered among the svirnefblin. Thus in the fullness of time he came to be the "face" of his small community when they needed somebody to deal with surface dwellers. Grey Scout became the name that he used when dealing with them. He had also spent a considerable amount of time helping out in the tiny medical facility that the community used when they had to treat various wounds, injuries, diseases and so forth. Though Grey Scout didn't have any magical abilities to back up his basic healing skills, he nevertheless became a reasonably good lay healer and doctor's assistant. The closest surface settlement was a small trading town run by Elves. It was as Grey Scout handled the business of his community, a small but lucrative trade in alchemical items, that he learned Common. He also got the chance to observe members of other races going about their business and was eventually able to tell the difference between Dwarves and Duergar (though he almost started a war the first time he saw a Dwarf). Grey Scout was content with things the way they were. Unfortunately while Grey Scout was at the Elven trading town one day disaster struck. The Drow hit Grey Scout's small community in overwhelming force and wiped them out. Grey Scout returned home to find everything destroyed and all his friends and family dead. Not knowing what else to do, and not being able to take on the Drow by himself, Grey Scout made his way back to the town. Grey Scout took a couple of weeks to get his head back together and talk things over with the Elves. While Grey Scout was an excellent scout, the Elves had no shortage of scouts of their own. However, one of the Elves suggested, if Grey Scout were to take a ship to Sargava he could probably find people who would need his skills and pay well for them. The Elf wrote Grey Scout a letter of introduction to the Mercenaries' Guild that was active in Sargava touting Grey Scout's abilities as a scout, trap removal specialist and lay healer. Grey Scout decided to take the Elf up on his advice. So it was that Grey Scout set out to go to Sargava, with everything he owned either on his person or in his pack and the letter of introduction safely carried in his vest under his armor where it wouldn't get ruined by the weather or lost.
Physical Description:
Grey Scout stands 3 feet 7 inches tall and weighs in at 42 lbs. His skin is an ashen grey in color, he has no hair and no beard. His eyes are dark brown. He also has a surprisingly deep bass voice. Most people just hearing his voice and not seeing him would assume that he is a much larger creature. Grey Scout wears his explorer's outfit under his leather armor. His boots are black, his breeches, shirt and vest are dark brown. The leather armor that he wears is grey in color. For traveling on the surface the Elves talked Grey Scout into getting a forest green cloak and a broad brimmed brown leather hat. Grey Scout likes the hat because it helps keep the sun out of his eyes. He also likes the hat because it hides the fact that he is bald thus making it easier for people to mistake him for a regular surface gnome. Grey Scout carries his shortbow and an oversize quiver holding 40 arrows on his right shoulder. He carries the sickle on his belt on his right side, along with the healer's kit which is carried on his belt behind the sickle. The Morningstar is carried on his left side set up to allow a cross draw. He carries his throwing darts in a small quiver like case over his left shoulder. He carries one dagger concealed up his left sleeve and another concealed in his right boot. His thieves' tools and spare money are carried in several different pockets on his breeches and his vest. |