About Miri PindlesMain Stat Block:
Miri Pindles Female Gnome Wildblooded Sorcerer (Sylvan) 2 CN small humanoid (gnome) Init +4; Perception +3 DEFENSE
STATISTICS
Traits
Feats
Skills (2 + Int) Appraise +5; Bluff +8; Handle Animal +8 (+12 with Animal Companion); Knowledge (arcana) +5; Knowledge (Planes) +3; Perception +3; Profession (fortune-teller) +5; Sleight of Hand +3 (+9 to concealing small objects on body [+11 if they're daggers]); Spellcraft +5; Stealth +6 Languages Common, Gnome, Sylvan, Elven Combat Gear Bolts (30); Crossbow, light; Dagger x2; Dagger, Alchemical Silver; Morningstar
Carrying Capacity w/ Mwk Backpack
Carried Weight: 29.625 lbs
Spells:
Bloodline: Sylvan (Fey) Cantrips
Gnome Magic | 1/day each
1st-Level | 5/day
Animal Companion | Darbi the Totem Guide:
Darbi N small animal companion (Totem Guide archetype) Init +2; Senses low-light vision; Perception +5 DEFENSE
OFFENSE
STATISTICS
Feats:
Skills: Perception +5 Tricks: Attack x2, Come, Defend, Deliver, Down, Fetch. Gear: Leather collar with tiger's eye gemstone SPECIAL ABILITIES
Share Spells (Ex): The sylvan may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A sylvan may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells. Skills: Animal companions can have ranks in any of the following skills: Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex), Fly* (Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex), Survival (Wis), and Swim* (Str). All of the skills marked with an (*) are class skills for animal companions. Animal companions with an Intelligence of 3 or higher can put ranks into any skill. Feats: Animal companions should select their feats from those listed under Animal Feats. Mount | Toothless the Plains Pony:
Toothless N Medium animal (Plains Pony) Init +3; Senses low-light vision; Perception +5 DEFENSE
OFFENSE
STATISTICS
Feats:
Skills: Perception +5 SQ & Tricks:
Carrying Capacity
Carried Weight:
Race Stuff:
Standard Racial Traits 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. Defense Racial Traits
Feat and Skill Racial Traits
Magical Racial Traits
Offense Racial Traits
Senses Racial Traits
Alternate Racial Traits
Class Stuff:
Favored Class Bonus Lvl 1: Skill Rank Lvl 2: Skill Rank Sylvan (Fey) Bloodline Powers
Eschew Materials
Appearance:
Miri is shorter than most humanoids, with hair that is a muted, pale pink-violet and large eyes with rose-colored irises. Her fingers are long and nimble. She wears many layers of colorful clothing with various hidey-holes for trinkets: she may have left her parents' profession, but she still has a penchant for reappropriating things. She wears trinkets and baubles in her hair that she particularly likes, having learned this custom of gnomish women from her mother. Backstory:
When Mirji Linglehoppin was growing up, her mother's bedtime stories of adventures in the First World kept her mind spinning with possibilities. What young Mirji was not to know, however, was that the bed where she curled up for these stories (as well as the cottage where they dwelled, and the food that they ate) was bought and paid for with stolen goods: the older Linglehoppins were members of a small-time thieves guild that operated out of Artume. As gnomes, her parents were prized in the guild for their tiny frames, but more important was the small amount of magic harbored in their blood; more than one nearly-foiled plot had been salvaged by a quickly-executed casting of dancing lights. As Mirji grew, she began to be trained in the burglary skills of her parents (although she was far better at using a quick wit than a nimble hand to acquire the target loot). While undergoing training, she was given opportunities to showcase the basic gnomish magic in her blood; none were more surprised than she, however, when instead of creating a few dimly-lit floating lanterns that fizzled in a few moments, her gestures produced a bright light spell that erupted from her palms. Mirji was prone to more magic than the average gnome, and that was a very interesting fact indeed to those who ran the guild. Mirji was soon restless with what she came to view as commonplace bribery and petty theft. The arcane magic that was in her very essence called out to her on nights when the moon was full or mornings when the grass was wet with dew: this world was not for her. Her dreams of the First World grew more vivid in the nights where she could sleep, but she still might not have ever left her hometown were it not for the morning she woke up to find that her vibrant purple locks had faded slightly (but noticeably) to a pale rosy-violet. "It's called... The Bleaching," explained her mother, whose face was suddenly more haggard and pale than Mirji had ever seen. "It's the burden of gnomes since we left our place among the fey... The First World is our true home in more than name. When we lived there, we never wanted for novelty! Our very existence prompted interesting things to occur, and we lived forever on a diet of wonder... " Her eyes, which had sparkled at just the thought of the exploits of old, faded again, and she fixed her daughter under their orange gaze. "In this world, gnomes must seek wonderful things on their own: we are not granted them. And seek them you must, for without uniqueness, your colors will continue to fade... Until you, yourself fade into a pallid shadow." The woman's voice was suddenly hoarse. "Your father and I... We have managed to stave off the Bleaching by using different and new means to achieve our work, but it will not keep us vivid forever. We are deeply indebted to the guild, sweet Mirji, and cannot leave Artume. You must leave soon, for we know they plan to trap you as they did us. Please forgive me for hiding the truth of that from you... You have kept my colors bright your entire life, and I was selfish and scared..." Mirji escaped from Artume and the guild's reach, but changed her name to Miri Pindles as she wandered through the River Kingdoms as a precaution: she still feared that the guild would drag her back into service somehow. Her feet strayed more to forests than to roads, and though she could feel the liberation of the magic in her blood, the call to the First World only seemed to strengthen with her travels. The Bleaching seems to have stalled with her new experiences, but her hair remains the hazy lavender-pink that shocked her into her new life. She finds that she gets along well with animals of nearly any sort, and a particular thylacine has taken to accompanying her along her lonely path. Miri now seeks to make her way to the Stolen Lands, where the First World and Golarion are somehow connected, and attempt to find a cure for the curse that haunts her race.
Personality and Philosophy:
"I either eat too much or starve myself. Sleep for 14 hours or have insomniac nights. Fall in love very hard or hate passionately. I don’t know what grey is. I never did." Like many gnomes, Miri is prone to extremes where moods are concerned: rarely does she feel anything less than the most passionate expression of her current emotion. A bit of paranoia haunts her from her thieves' guild days: she absolutely hates being indebted in any way, often reimbursing others in large excess if she feels they are owed at all. She misses her family and enjoys the company of other gnomes where she can find them, seeking out what they know about the Bleaching in between cups of tea or mugs of ale. Her notebook contains scribbled information and diagrams of everything she has heard about the curse of the gnomes, as well as crude maps and information about the Stolen Lands or the First World.
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