Appearance: 3'8"; 43 lb; black hair, black eyes, tanned skin, a tall, sturdy looking gnome that is clearly used to the outdoors, gear is sturdy and functional, with the exception of a often proudly hip flask that is clearly fancier and older than any of his other gear
Personality: talkative, but also very private and watchful at the same time, rarely talking about himself and always getting others to talk so that he can better understand precisely who he is dealing with; usually laid back and even tempered, rarely showing emotion or the nature of the thoughts running through his head; loves his drink and will actively engage any brewer in conversation whenever possible
Background:
Born and raised in a small village on the frontier, Gromar's family owns and operates a small tavern/inn on one of the minor roads of the area. They are reasonably well liked by the locals, and have numerous ties to various local bandit groups, though they are not directly bandits themselves, serving as a meeting point and occasionally a fence. Recently, some of the more shady activities have started to draw unwanted attention from the regional authorities, and in an effort to limit any problems, Gromar has left the area for a while, finding himself in Restov looking for employment that utilize his skills with language, as well as hopefully something that allows him to pursue his hobby of brewing as well. Using his skills as a bard, he managed to hear of a gathering being held by the Swordlords regarding exploration beyond the borders. Sensing opportunity for both distance and riches, he was able to secure an invitation with little difficulty, his talent as a bard serving him well in this process, and made his way to the guildhall at the appointed time.
key stats:
Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 16
HP = 9 (1d8(8) + CON(1)*1) Speed = 20' Initiative = +1 = 1(Dex)
**+1 effective level for [language-dependent], glyph, symbol, or writing-related spells
Spell-Like Abilities (CL 1st; concentration +4), 1/day—
arcane mark , comprehend languages , message, read magic
Spells Known (CL 1st; concentration +4)
1st (DC 14, 2/day)— identify, magic aura
0 (DC 13, at will)— dancing lights , detect magic , know direction , mending
Racial Abilities, Class Abilities, Traits, and Feats:
Gnomish Weapon Familiarity
Low-Light Vision
Keen Senses
Magical Linguist: +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells
Obsessive (Profession (brewer))
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Armor Prof – light, shield
Weapon Prof - longsword, rapier, sap, shortsword, shortbow, whip
Bardic Knowledge: +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance: (standard action, 7 rounds/day) Your performances can create magical effects.
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Brigand: +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc.
Iron Liver: +2 to Fort saves vs. poison and drugs, or +4 vs. alcohol
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Arcane Strike (1st): 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.
--Future Feats