Svirfneblin

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Full Name

Grumplestiltskin the Fourth

Race

Gnome

Classes/Levels

Ranger 1

Gender

Male

Size

Small

Age

Who Knows

Alignment

CN

Languages

Common, Gnomish, Sylvan

Strength 10
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 14
Charisma 14

About Grumplestiltskin the Fourth

Grumplestiltskin the Fourth | # 202046-2008 PFS(2ed)
XP 0 | Cash 15g | Swords School Trained III
Male Gnomish Ranger 1 (Trained in ranger class DC1?)
CN Small Humanoid of the Horizon Hunters | Senses: Low-Light Vision, Darkvision, Expert Perception: +?

LANGUAGES: Common, Gnomish, Sylvan

DEFENSE: Trained in: Light armor, Medium armor, Unarmored defense
AC: 16 HP: 20 Speed 25 ft. Expert Fort: +7 Expert Reflex: +8 Trained Will: +5

OFFENSE: Trained in Simple, Martial, and Unarmed Attacks
[dice=+1 Crossbow]1d20+8[/dice] [dice=Damage (P), Precision]1d10+2+1d8[/dice] (Bolts 30)
[dice=Short Sword (Agile) (S)]1d20+7;1d6[/dice]
[dice=+1 Crossbow: Hunter's Aim]1d20+8+2[/dice] [dice=Damage (P), Precision]1d10+2+1d8[/dice]

SKILLS: ACP: 0
Trained in Acrobatics(DEX) +6
Trained in Athletics(STR) +3
Trained in Deception(CHA) +5
Trained in Intimidate(CHA) +5
Trained in Lore (Mining)(INT) +3
Trained in Nature(WIS) +5
Trained in Stealth(DEX) +6
Trained in Survival(WIS) +5

CLASS FEATS:
Monster Hunter: Feat 1: Ranger: Source Core Rulebook pg. 171 4.0
You swiftly assess your prey and apply what you know. As part of the action used to Hunt your Prey, you can attempt a check to Recall Knowledge about your prey. When you critically succeed at identifying your hunted prey with Recall Knowledge, you note a weakness in the creature’s defenses. You and allies you tell gain a +1 circumstance bonus to your next attack roll against that prey. You can give bonuses from Monster Hunter only once per day against a particular creature.

SKILL FEATS:
Terrain Expertise (Underground): Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground.

GENERAL FEATS

STATS:
Strength: 10
Dexterity: 16
Constitution: 14
Intellect: 10
Wisdom: 14
Charisma: 14

EQUIPMENT
Leather Armor
Crossbow +1
Bolts x30
Clan Dagger
Short Sword
Explorer's Clothing
Backpack
Bedroll
Belt pouch
Waterskin
Flint and Steel
Mug
Sheath x2
Soap
Signal Whistle
Climber's Kit
Bandoleer x2
Sling w/ 10 bullets

CONSUMABLES
Rations (1 week)

CLASS: RANGER:

Key Ability: STRENGTH OR DEXTERITY At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.

Hit Points: 10 plus your Constitution modifier: You increase your maximum number of HP by this number at 1st level and every level thereafter.

Hunt Prey: Single Action: When you focus your attention on a single foe, you become unstoppable in your pursuit. You gain the Hunt Prey action. Source Core Rulebook pg. 168. You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.

Outwit: You are talented at outwitting and evading your prey. You gain a +2 circumstance bonus to Deception checks, Intimidation checks, Stealth checks, and any checks to Recall Knowledge about the prey, and a +1 circumstance bonus to AC against your prey’s attacks.

GNOMISH ANCESTRY:

Base 8hp, Small Size, 25ft Stride
Ability Boosts: Constitution, Charisma, Free
Ability Flaw(s): Strength

Low-Light Vision: You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.

Heritage: Umbral Gnome: Whether from a connection to dark or shadowy fey, from the underground deep gnomes also known as svirfneblin, or another source, you can see in complete darkness. You gain darkvision.

Gnome Weapon Familiarity: Feat 1: Gnome: Source Core Rulebook pg. 44 4.0
You favor unusual weapons tied to your people, such as blades with curved and peculiar shapes. You are trained with the glaive and kukri. In addition, you gain access to kukris and all uncommon gnome weapons. For the purpose of determining your proficiency, martial gnome weapons are simple weapons and advanced gnome weapons are martial weapons.

MINER BACKGROUND:

You earned a living wrenching precious minerals from the lightless depths of the earth. Adventuring might have seemed lucrative or glamorous compared to this backbreaking labor— and if you have to head back underground, this time you plan to do so armed with a real weapon instead of a miner’s pick.

Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost.

You're trained in the Survival skill, and the Mining Lore skill. You gain the Terrain Expertise skill feat with underground terrain.

FACTION:

SWORDS SCHOOL:

1 Point: When selecting your free consumable item at the beginning of the adventure, you can choose one of the items on the school’s list of options.

2 Points: You become trained in one of the Lore skills associated with that school, listed below. At 5th level, you gain a bonus skill feat selected from the list below.

Scrolls: For the Lore skill, choose from Accounting Lore, Library Lore, or Scribing Lore. For the bonus skill feat, choose from Assurance, Automatic Knowledge, Multilingual, or Streetwise.

Spells: For the Lore skill, choose from Academia Lore, Architecture Lore, or Herbalism Lore. For the bonus skill feat, choose from Arcane Sense, Assurance, Quick Identification, or Recognize Spell.

Swords: For the Lore skill, choose from Gladiatorial Lore, Scouting Lore, or Warfare Lore. For the bonus skill feat, choose from Cat Fall, Experienced Smuggler, Forager, or Hefty Hauler.

3 Points: When selecting your free consumable item at the beginning of the adventure, you may also choose a second item from the options available whose item level is no greater than half your level (minimum 1) in addition to your regular item.
Table 1: All-Schools Items
PC Level Item Options
1 Holy water, lesser bomb*, lesser antidote, lesser antiplague, minor healing potion
3 Lesser healing potion, potion of water breathing
5 Moderate bomb*
7 Lesser potion of resistance, moderate antidote, moderate antiplague, moderate healing potion, salve of antiparalysis
9 Potion of flying
11 Greater antidote, greater antiplague
13 Greater bomb*, greater healing potion
15 Major antidote, major antiplague
17 —
19 Major healing potion

* A bomb refers to any of the alchemical bombs detailed on pages 544–546 of the Pathfinder Core Rulebook.

Table 4: Swords Items

PC Level Item Options
PC Level Item Options
1 Lesser leaper’s elixir, potency crystal, shining ammunition
3 Beacon shot, bronze bull pendant, effervescent ampoule, feather step stone, jade cat, lesser bravo’s brew, mistform elixir, oil of mending, onyx panther, savior spike, silversheen
5 Barkskin potion, bloodseeker’s beak, climbing bolt, dragon turtle scale, emerald grasshopper, shark tooth charm
7 Greater leaper’s elixir, swift block cabochon
9 Aligned oil, greater cheetah’s elixir, potion of quickness, storm arrow
11 Moderate bravo’s brew, oil of keen edges
13 —
15 Dazing coil, greater bravo’s brew
17 —
19 —

CHRONICLES:

BOONS:

PURCHASABLE LOOT:

ITEM DESCRIPTIONS: