Gnome

Irva Scryspring's page

1 post. Alias of Rabscuttle.


Full Name

Irva Scryspring

Race

| HP 10/10 | AC:15 Touch:13 FF:13 | CMB: -2, CMD: 10 | Fort: +1 Ref: +4 Will: +2 | Init: +2 | Perc: +6 SM: +4 Low-Light Vision

Classes/Levels

| Speed 20ft | Inspiration: 3/3

Gender

Female NG Gnome Investigator 1

Size

Small

Age

76

Alignment

Neutral Good

Deity

Brigh

Languages

Common, Gnome, Sylvan, Draconic, Elven, Dwarven, Giant, Androffan

Strength 8
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 10
Charisma 12

About Irva Scryspring

Background:
As a young gnome, Irva was constantly exploring the network of caves near her village, despite the warnings (and punishments) of the village elders. Occasionally she would return with an old coin or weapon, enscribed with archaic runes. The discoveries were routinely taken from her and she was given further warnings (and punishments)

However, when she returned from one such expedition at a wild run with a ruby studded ceremonial dagger in her hand and an ancient skeleton in hot pursuit, the elders decided it was time something else should be tried. The town guards easily dispatched this skeleton, but who knows what Irva would bring back next time?

It was decided that she should be sent away to a group of archaeologists - the ruby dagger would pay for an apprenticeship, and with them she would have supervision and her inquisitiveness could be channeled into something useful.

Since then, she has spent many years traveling with various archeological groups, gaining skills and knowledge. It was early on that she first heard of the strange ruins throughout Numeria, and she's been intrigued with the region ever since. However, she was unable to find any of her colleagues willing to venture out to the region (rumors are no-one was willing to risk the Technic League) - she eventually decided to set out by herself and has now made her way to the town of Torch

Statistics:
AC: 15 Touch: 13 FF: 13
Fort: 1 Reflex: 4 Will: +2
+2 vs illusion effects, +2 vs fear effects
HP: 10 Speed: 20ft Init: +2

STR: 8 DEX: 14 CON: 12 INT: 16 WIS: 10 CHA: 12
BAB: 0 CMB: -2 CMD: 10

Attacks:
Small Rapier: +3, 1d4-1, 18-20/x2
Small Dagger: +3, 1d3-1, 19-20/x2
Small Sling: +3, 1d3-1, x2

Skills:
Acrobatics +6
Appraise +3
Bluff +1
Climb -1
Craft (Alchemy) +7
Diplomacy +1
Disable Device +8
Disguise +1
Escape Artist +6
Fly +4
Heal +0
Intimidate +1
Knowledge (engineering) +8 (+1d6)
Knowledge (history) +7 (+1d6)
Linguistics +7 (+1d6)
Perception +6 (+1 to find traps)
Profession (Archaeologist) +6
Ride +2
Sense Motive +4
Stealth +10
Survival +0
Swim -1

Feats:
Weapon Finesse

Racial Traits:
Gnome Magic: Spell-like abilities (CL 1)
1/day: dancing lights, ghost sound (DC 11), prestidigitation, speak with animals
Illusion Resistance: +2 racial bonus on saving throws against illusion spells or effects
Keen Senses: +2 racial bonus on Perception checks*
Obsessive: +2 racial bonus on Profession (Archeologist) checks*
Weapon Familiarity: Treat "gnome" weapons as martial.
Master Tinker: +1 bonus on Disable Device and Knowledge (engineering) checks.* Proficient with any weapon you have personally crafted.

Traits:
Numerian Archaeologist: Gain Androffan as additional language. When you use timeworn technological item, roll twice when determining any glitches it might cause and choose which result to use.
Courageous: +2 trait bonus on saving throws against fear effects.

Class Features:
Armor: Proficient in light armor.
Weapons: Proficient with simple weapons, plus rapier, sap, shortbow, shortsword, sword cane.
Alchemy: +1 competence bonus when using Craft (Alchemy) to make alchemical items. Can use Craft (Alchemy) to identify potions as if using detect magic.
Inspiration: Have pool of 3 inspiration points. As a free action, can spend one inspiration point to add 1d6 to result of an ability or skill check, including take 10 or 20. Choice is made after initial roll, but before result is revealed.
Do not need to spend a point when using Inspiration on trained Knowledge, Linguistics or Spellcraft checks.
Can use inspiration on saving throws (as immediate action) or attack rolls, but doing so uses two inspiration points.
Trapfinding: +1 on Disable Device checks.* +1 on Perception checks to find traps. Can use Disable Device to disarm magical traps.

Equipment:
Leather armor, rapier, sling, 10 sling bullets, dagger, 1 flask alchemist fire
alchemy crafting kit, masterwork backpack, bedroll, flint and steel, torch, thieves' tools, 4 rations, waterskin