Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16
About Jerrid Kinslarn-bot
Appearance
This is a very pale skinned gnome with bright burning eyes
Mannerism
Jerrid likes to pick his long nails with a skinning knife.
Personality:
Greedy and independent, Jerrid understands the values of good friends, trust and honesty, but he isn't sure whether that isn't just a bit naive and he could earn more without them in the way. He pays Freya lip service and doesn't quite believe yet.
Background :
Taken and enslaved by kobolds and goblins when his cavern settlement was destroyed, Jerrid endured a nasty and savage childhood. He learnt to keep his mouth closed and eyes down. Years went by and the tough kid saw many of the other prisoners killed by starvation or wicked pranks. But he never gave in, he was a survivor and eventually he somehow managed to escape.
*
Alone, wandering the bleak Underwild he didn't have much hope of surviving when luck took a hand and a patrol of Clanhammer dwarves found him. Mistaking them for duergar, Jerrid almost gave up hope. They took him in and tried to repair the damage that his incarceration had done. The Clan also showed him the right way to behave, the rules of clan, family and personal honor but the deep gnome had a survivors nature now and couldn't quite relinquish it. After several thefts, the wise thane, Glokus Tremorkar ordered him handed over to a travelling healer of Freya. The last words of Glokus were that Jerrid find some trust, find a job and stop treating people like strangers, more like friends and eventually family.
*
Jerrid travelled with Olamin Grennosdottir slowly vale by vale and the careful gnome opened up a little to this gregarious teacher, managed to keep his fingers to himself and they entered Bards Gate to look for work. Jerrid managed to get an apprenticeship with a hedge wizard/apothecary called Sir Velenden, thanks to a letter from the thane. However Jerrid had to agree to spend time at the local church of Freya and alongside Olamin in its infirmary. The potion work and healing helped him realise that there is a right way to do live.
*
Two years on he is still attending the Church thanks to the interesting nature sermons of its leading priests. They call to his long forgotten childhood. For a time Sir Velenen had a talkative apprenice called Corian, a young man who didn't have any patience and constantly bombarded the deep gnome about his homeland and nature. Insensitive and determined, Corian even tried to trigger knowledge out of Jerrid using the taste and smells of fungi from the Underwild. Finally Corian left under a cloud ironically when something went missing from Sir Velenden's vault.
*
Through all the ups and downs of his childhood, Jerrid had never had time for himself. Everything he had done was either forced on him or ordered by another, gradually the security of Bard's Gate is making him restless and unhappy. He doesn't know what to do until the day his mentor Olamin collapses. The old man has been hit by a strange withering of his side, he needs a special elixir of regeneration. Sir Velenden can provide many of the ingredients but not the right fungi, Trollsmaw Breath and unfortunately the only man who may know is that Corian. Now Jerrid must find him and find him soon.
*
Jerrid and Astor travelled to Reme together and began their search for the apprentice. Unfortunately he couldn't be found. Frustrated, desperate and penniless the pair eventually agreed to find a way back to Bard's Gate. Then they happened upon Janna's notice of adventure. Happy at the prospect of some action they both signed on without question.
Party Role
Jerrid is a very wary and stealthy warrior who can see in the dark. His knowledge of locks and traps is extensive thanks to the kobolds and dwarves. He will learn some magic to aid his skills in and out of combat.
Roleplay Notes
Hopefully someone in the party can help heal the nastier side of Jerrid, otherwise he is not a leader or a follower and time will tell how his loyalty to the rest of the party grows. Blind obedience is unlikely, especially with his darkvision.
Action points 2,3,4,5,4
Initial Info
CN(g) Medium Humanoid
Init +5, Senses Darkvision 120ft, low-light vision, Perception +14(+15 trapfinding)
______________________________________________________________________
Defense
Armour Class 22/18, touch 18, flat-footed 15
(+4 Dex., +3 dodge, +1 size, +4 mage armor)
hp 22 [7+4+5+3+4(Con)+3(favored class)]
Current hp 26,
Fort +4, Ref +9, Will +6
SR 15
SD evasion, danger sense +1(save vs traps by Ref and Dodge, +1 Perception vs ambush)
______________________________________________________________________
Offense Spd 20
Melee rapier +6 (1d4+4/18-20)
Melee +1 sickle +5 (1d4+5/x2)
Ranged sling +6 (1d3+1)
SA +1 attack vs reptilian humanoids, +2d6 sneak attack
Spell-like Abilities (CL 4th, +1 DC on svirfneblin illusions)
Constant - nondetection
1/Day - blindness/deafness (DC12), blur, disguise self
______________________________________________________________________
Statistics Str 12(5pts), Dex 18(7pts), Con 12(2pts), Int 13(3pts), Wis 12(0pts), Cha 9(3pts)
BAB +2, CMB +2, CMD 19 (+2 bab, +4 Dex., +3 Dodge)
Feats Deft Hands, Scribe Scroll, Skill Focus (Perception), Dodge, Mobility
Languages gnome, common, undercommon,
SQ stonecunning, trapfinding
________________________________________________________________________
Skills
[24(rogue)+2(wizard)+4(Int)]
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1).
Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Times/Day 4,
Traits Rapscallion: You've spent your entire life thumbing your nose at the establishment and take pride in your run-ins with the law. Somehow, despite all the mischievous behavior in your life, you've never been caught. You gain a +1 trait bonus on Escape Artist checks and a +1 trait bonus on Initiative checks.
________________________________________________________________________
Gear 240gp
Combat Gear
Rapier (20gp, 1lb)
Sling (0gp, 0lb)
Dagger (2gp, 0.5lb)
+1 sickle
Other Gear
Bell and twine (1gp, 0lb)
Backpack (2gp, 1lb)
Blanket (5sp, 0.75lb)
10 candles (1sp, 0lb)
Canteen (2gp, 0.25lb)
Spellbook (15gp, 1lb)
Holy Scroll of Freya's Touch (1d8+1, 25gp, 0lb)
Trail Rations 4 days (4gp, 2lb)
Whetstone (2cp, 1lb)
Skinning Knife (2gp, 0.25lb)
10 chalks (1sp, 0lb)
Wooden symbol of Freya (1gp, 0lb)
knotted silk rope (10gp, 1lb)
Consumables
Scroll of the Alighting Birds (CL1,25gp,0lb)-feather fall
Scroll of Terrol's Glowing Sharpness (CL1,25gp,0lb) - magic weapon
Scroll of Rainbow Fans (CL1, 25gp, 0lb) - color spray
1 Potion of Thyr's Holy Protection (CL1, 25gp, 0lb) - Protection From Evil
Scroll of Mithran's Hidden Egress Unveiled (CL1, 25gp, 0lb) - Detect Secret doors
Scroll of Saturnar's Winged Feet (CL1, 25gp, 0lb) - Expeditious Retreat
Divine Scroll of Thyr's Minor Healing (CL1, 25gp, 0lb) - Cure Light Wounds
Gnoll priest's bag of herbs (one use of lesser restoration)
Wealth
Gold 39
Silver 5
Copper 8
All coinage is rolled up inside his blanket.
Carrying capacity
12 Str = 43lbs or less light load
19.25lbs
–2 Strength, +2 Dexterity, +2 Wisdom, –4 Charisma: Svirfneblin are fast and observant but relatively weak and emotionally distant.
Gnome: Svirfneblin are humanoids with the gnome subtype.
Small: Svirfneblin are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Defensive Training: Svirfneblin gain a +2 dodge bonus to Armor Class.
Senses: Svirfneblin have darkvision 120 ft. 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: Deep gnomes gain a +2 bonus on Perception checks to 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 spell-like abilities: Constant—nondetection; 1/day—blindness/deafness, blur, disguise self; caster level equals the svirfneblin's class levels.
Languages: Svirfneblin 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.