Full Name |
Kipka Jinxlittle |
Race |
Gnome |
Classes/Levels |
Ranger 1 |
Gender |
Female |
Size |
Small |
Age |
24 |
Special Abilities |
HP 12/12 AC BAB 3, F/R/W 4/3/2 CMB/CMD 2/13, Perc 8, Pro: Apoc 6, Cra: Alch 5, K: Pln 5, K: Dun 5, Stl 9, Sur 6 |
Alignment |
Neutral |
Deity |
None, atheist. Believes the gods are regular folk that have been altered by the magical radiation of the Starstone. |
Location |
Lastwall |
Languages |
Gnome, Common, Sylvan, Draconic |
Occupation |
Low Templar/Lower Planes Apothescholar |
Strength |
15 |
Dexterity |
12 |
Constitution |
14 |
Intelligence |
12 |
Wisdom |
14 |
Charisma |
9 |
About Kipka Jinxspittle
Kipka is that rarest of things- a gnome Jinx. Born without magic, and at a high risk for the bleaching, her parents were beside themselves when their child was spirited away by a demon that had somehow made its way past the wardstones. She was kept prisoner by a foul demon for a little over two days, and being a (insert type of demon that feeds off fear) it grew fat off of her fear. But after being scared in a wide variety of ways for almost 48 hours straight, the very young gnome started to..well, grow bored- if it was going to eat her, it would have done so already. Kipka began to interrogate her captor, demanding to know what it planned for her. The demon was incensed at her pluck, and intimated that it would devour her then and there. Kipka countered that seemed unlikely- the demon hadnt taken a biological break of any sort in two days, so what did it really want? Futher attempts at engendering fear in its meal only aroused curiosity, and when she was finally rescued by a lastwall patrol looking for hostages, she had learned more about demons in her conversations than some had in months of study. She returned to her home literally aglow, and while she remained a jinx, she defied the bleaching stereotype by becoming an apothescholar specializing in demon- and devilology. While her parents were happy at this development, she disturbed the nongnomes around her, who thought the experience drove her mad and left her obsessed with these vile creatures.. But she remains an expert in her field, and has even started to do scientific based fieldwork to better study these creatures and ensure noone else had to go through what she went through, an experience she believes no nongnome would be enlightened by.
Equipment:
Explorers Outfit: This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.
Parade Armor- +3 AC, +5 Max Dex Bonus, -1 Armor Check Penalty, 15% Arcane Spell Failure Chance, Spd 20, 25 gold
Barbed Vest- This clear resin (flavor only) worn over armor has dozens of fishhook like protrusions sticking out of it, dealing 1 point of damage to anyone who grapples the wearer and 1 point of damage per round to anyone who swallows the wearer until they are spat out or die. 10 gold
Flickmace- 1d6 bludgeoning damage, critical x2, reach, trip, 20 gold
Ripsaw Glaive- 1d8 slashing damage, critical x3, reach. If the cord on this is pulled (free action, ripsaw glaive does +2 damage for 2 rounds. Recoiling the cord is a full round action that provokes attacks of opportunity. 30 gold
Thundering Javelin- 1d4 piercing damage, critical x2, range 30 feet. If you are struck with this javelin, you are at the center of a thunderstone effect. If missed, determine as if missing with a splash weapon to see where the center of the effect is. 35 gold.
Flask thrower- greatly increases the range of a thrown item such as a tanglefoot bag, vial of holy water, flask of acid or other hand thrown item, 25 gold
Dagger- 1d3 slashing or piercing damage, critical 19-20 x2, range 10 feet, 3 gold
Bell net- This net is meant to be draped over items in the night so that anyone who moves the net to get the items makes a loud jingling noise(DC 25 SoH to keep from setting it off. DC 0 Perception check to hear it when triggered. Note: Carrying one of these causes a -2 penalty to stealth), 2 gold
Camo net- This net makes it hard to find someone (DC 10 Survival check to gain a +4 bonus to Stealth when prone and not moving much/in a bedroll) or something (DC is Survival check -10 to create a static Stealth DC observers must pass to notice the object, otherwise they treat the area like part of the enviornment). 20 gold.
Bedroll- for obvious purposes. 1 silver.
Hammock- see above. 1 silver.
Insectbane candle- for keeping away insects. Also provides some light. 1 silver.
Applejack- for that small buzz. Cant get enough of this stuff. 1 silver.
Bufo- for that large buzz. 1 gold.
Gnome Trail Rations- for eating. 1 gold.
Countless Metal Vials and Cases- for samples to study. 1 silver
Eternal Hope: +2 save vs fear and despair, reroll a natural 1 once per day.
Exposed to Awfulness: If a saving throw vs. a demonic effect fails and the effect would kill, reroll immediately.
Gnome: +1 size bonus to AC, +1 to attack rolls, +4 to Stealth checks, +1 to DC of any illusion spells cast, +2 to save vs illusions, +2 to Perception checks, +2 to Profession: Apothecary, low light vision, treat all gnome weapons as martial weapons, Spd 20, -1 to Combat Manuever Bonus, -1 to Combat Manuever Defense
Ranger: +1 BAB, +2 FORT/+2 REFL/+0 WILL, Favored Enemy x1(Evil Outsiders), Track, Wild Empathy