| Full Name |
Ivo Crownwheel |
| Race |
Gnome |
| Classes/Levels |
Unchained Rogue 2 | 17/17 HP | AC 17 T 14 FF 14 | Fort +3 Ref +7 Will +2 | Initiative +3 | Perception +9 (traps +10), low-light vision, trapfinding |
| Gender |
Male |
| Size |
Small |
| Age |
55 |
| Special Abilities |
Dancing lights 1/day, ghost sound 1/day, speak with animals 1/day |
| Alignment |
Neutral Good |
| Deity |
Brigh |
| Languages |
Common (Taldane), Gnome, Sylvan; Draconic, Giant |
| Occupation |
Tinker |
| Strength |
10 |
| Dexterity |
16 |
| Constitution |
15 |
| Intelligence |
14 |
| Wisdom |
12 |
| Charisma |
15 |
About Ivo Crownwheel
Ivo Crownwheel
Male gnome unchained rogue 2
NG Small humanoid (gnome)
Init +3; Senses Perception +9 (+10 vs. traps); low-light vision
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Defense
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AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
HP 17 (2d8, +4 Con)
Fort +3 (0 base, +2 Con, +1 resistance), Ref +7 (+3 base, +3 Dex, +1 resistance), Will +2 (0 base, +1 Wis, +1 resistance)
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Offense
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Speed 20 ft.
Melee Small masterwork cold iron short sword +5 (1d4+3/19–20/×2; piercing)
Melee Small cold iron dagger +4 (1d3/19–20/×2; piercing or slashing)
Melee Small sap +4 (1d4 nonlethal/×2; bludgeoning)
Ranged Small shortbow +4 (1d4/×2; piercing; range 60')
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Statistics
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Str 10, Dex 16, Con 15, Int 14, Wis 12, Cha 15
Base Atk +1; CMB 0; CMD 13
Languages: Common (Taldane), Gnome, Sylvan; Draconic, Giant
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Feats
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Level 1
Precise Shot (Combat): You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.
Unchained Rogue 1
Weapon Finesse (Combat): You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
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Traits
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Mathematical Prodigy (Magic): Mathematics has always come easily for you, and you have always been able to "see the math" in the physical and magical world.
Benefits: You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you.
Chosen skill: Knowledge (engineering)
Pioneer (Campaign): You have long lived in the shadow of wilderness. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition.
Benefit: You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.
Chosen skill: Perception
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Adventuring Skills
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Total skill ranks: 22/4 (16 rogue, +4 Int, +2 favored class; +8 background)
Acrobatics +8 (2 ranks, +3 Dex, +3 class skill)
Bluff +7 (2 ranks, +2 Cha, +3 class skill)
Climb +5 (2 ranks, +3 class skill)
Disable Device +12 (2 ranks, +3 Dex, +3 class skill, +1 race, +1 trapfinding, +2 masterwork tools)
Knowledge (local) +8 (2 ranks, +2 Int, +3 class skill, +1 trait)
Perception +9 (2 ranks, +1 Wis, +3 class skill, +2 race, +1 trait)
• +10 vs. traps
Ride +4 (1 rank, +3 Dex)
Stealth +12 (2 ranks, +3 Dex, +3 class skill, +4 size)
Survival +2 (1 rank, +1 Wis)
Swim +5 (2 ranks, +3 class skill)
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Background Skills
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Craft (alchemy) +7 (2 ranks, +2 Int, +3 class skill)
Craft (toys) +7 (2 ranks, +2 Int, +3 class skill)
Knowledge (engineering) +11 (2 ranks, +2 Int, +3 class skill, +3 race, +1 trait)
Knowledge (geography) +4 (2 ranks, +2 Int)
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Gear
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Starting total wealth: 1,000 gp
Small explorer's outfit (free)
Small masterwork cold iron short sword (320 gp, 1 lb.)
Small sap (1 gp, 1 lb.)
Small cold iron dagger (4 gp, ½ lb.)
Small shortbow (30 gp, 1 lb.)
Small masterwork studded leather armor (175 gp, 10 lbs.)
Cloak of resistance +1 (1 lb.)
Small masterwork backpack (50 gp, 2 lb.)
[
• Acid, 2 (10 gp ea., 1 lb. ea.)
• Arrows, durable, 20 (1 gp ea.)
• Small bedroll (1 sp, 2½ lbs.)
• Flint and steel (1 gp)
• Small grooming kit (1 gp, 1 lb.)
• Ink (8 gp)
• Inkpen (1 sp)
• Journal (10 gp, 1 lb.)
• Small shaving kit (1 gp 5 sp, ¼ lb.)
• Smoke pellets, 2 (25 gp ea.)
• Sunrods, 2 (2 gp. ea., 1 lb. ea.)
• Tindertwigs, 10 (1 gp ea.)
• Small waterskin (1 gp, 2 lbs.)
• Masterwork thieves' tools (100 gp, 2 lbs.)
• Trail rations, small, 6 days (5 sp ea., ½ lb. ea.)
• 130 gp, 2 sp, 7 cp
]
Total weight carried: 33¼ lbs.
Carrying capacity with masterwork backpack: 28½/57/86¼ lbs.
Pony (free from trait)
[
• Artisan's tools, toymaker (5 gp, 5 lbs.)
• Bit and bridle (2 gp, 1 lb.)
• Feed, 6 days (5 cp ea., 10 lbs. ea.)
• Rope, silk, 50' (10 gp, 5 lbs.)
• Saddle, riding (10 gp, 25 lbs.)
• Saddlebags (4 gp, 8 lbs.)
]
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Special Abilities
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Gnome
Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
Type: Gnomes are Humanoid creatures with the gnome subtype.
Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.
Chosen skill: Knowledge (engineering)
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Unchained Rogue 2
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.
A rogue cannot choose a ninja trick with the same name as a rogue talent.
Level 2: Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.
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Backstory
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Description: Ivo is a generally congenial figure, small but with broad cheekbones and a happy smile. He has brownish skin that blends well with trees and bushes, and his round nose is always a little bit red at the end. His eyes are large and also brown. He's quite lithe, lacking the pot-belly that sometimes afflicts gnomes, and his hair is well-groomed (also unlike the common image of "crazy" gnomes). He has long, nimble fingers and wizened wrinkles at the corners of his eyes.
Hair: Brown
Eyes: Brown
Height: 3' 7"
Weight: 42 lbs.
Age: 55
Background: Ivo hails from an upstanding family of gnomish architects in Brastlewark: his mother Bel a skilled architect and his father Timarinnion a stonemason. He insists that Ivo is his full and real name - uncommonly short for a male gnome (and the source of occasional amusement to other gnomes). As he tells the story, he studied engineering, architecture, and all of the "proper academic disciplines" while growing up in Brastlewark.
Unsatisfied with a simple life designing buildings, Ivo took to designing all manner of clever and cunning devices: spring mechanisms, coils, gears, assemblages, and the kinds of chemicals to power them, etch them, and dissolve them. At first he enjoyed making toys and clever gadgets with his experiments, but he kept looking for ways to improve them, power them, and make them able to move, perform tricks, and amuse in startling ways. His penchant for dealing with dangerous chemicals became a bit too much to handle after he accidentally detonated a small cornice-piece that was being constructed for a garden plot, and it was "suggested" that he take a bit of a vacation from Brastlewark. His family and friends loaded him down with various tools and gifts and sent him on his way with the next Varisian caravan.
From his travels with the Varisians, Ivo learned a bit about skulduggery, about staying out of sight when that served best, about the hustle and the shuck and the jive, the blow-off and the mark. He learned to use knives and small blades to his advantage when danger struck, and he turned some of his keen mind to studying the rare workings of Alkenstar firearms, which scratched a multitude of his itches. He made a few enemies in Magnimar: A few of the Varisians in the caravan were running a "Taldan prisoner" con, and when it was exposed, several angry townspeople descended on the caravan. Ivo didn't know what was going on, but he deployed some of his alchemical devices—smokesticks and tanglefoot bags—to make the group's escape, which left him and everyone else in the caravan as persona non grata in Magnimar. Small price to pay when you could always go to Riddleport or Alkenstar, though!
Having fled the Varisian coast, Ivo meandered east, eventually passing through Numeria (which he found simultaneously fascinating and frightening) and then arriving in Brevoy. There he earned some coin by practicing his usual trades of alchemy and toymaking, settling into a small home in the forested hillsides near Restov, until an opportunity arose to explore the Stolen Lands. While he would normally never be picked for such a venture, he has tied his fortunes to an old friend's and now hopes to ride along in search of old ruins and adventures.
Personality Traits: Ivo is a generally cheerful and upbeat fellow. He enjoys the occasional pun and having a bit of a jibe at the expense of much larger people (like your typical hulking and dim-witted half-orc barbarian), though not when it might get him choked to death. He's certainly in no danger of suffering from the Bleaching any time soon, as he loves traveling and seeing strange sights, and he loves to learn. He takes notes and (poor) sketches down in his journal as he goes.
Ivo likes sharp, bitter ales and dark bocks to drink, and he has a fondness for plums and for poultry.
When startled, Ivo sometimes speaks very quickly, but he usually catches himself and takes a few breaths immediately. The effect is sometimes quite comical.
Though Ivo likes experimenting with devices and alchemy, he's not a "tinker gnome" in the usual fictional sense—he doesn't build absurd, useless devices or dangerously overdesigned constructs. Instead, he has a keen interest in doing amazing things with ingenuity. This is why he enjoys toying with alchemy and firearms—he enjoys the thrill of those kinds of discoveries, not because he likes to make things go "boom" but because they show an incredible efficiency, creating very potent effects in a very small, effective package.
Ivo has never really had a romantic relationship. Then again, the traveling lifestyle rarely helps with that for gnomes, unless there winds up being another eligible gnome in the group—which is pretty much never, seeing how gnome communities tend to be very small.
As with most gnomish devotees of Brigh, Ivo sees Brigh less as a goddess and more as a perfected instrument of creativity in engineering and design.