Gnome

Miri Pindles's page

195 posts. Alias of extinct_fizz.


Full Name

Miri Pindles

Race

Stats:
HP 16/16 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +2, R +2, W +3/+5* | Init +4, SPD 20 | Perc +3 | Morningstar+1/1d6+1/20/x2; Light Crossbow+3/1d6/19-20/x2/80 ft |Spells: GM 3/4, 1st 5/5

Classes/Levels

Darbi:
HP 15/15 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +6, R +5, W +3 | Init +2, SPD 30 ft | Perc +5, SM +1 | Bite+3/1d4+1/19-20/x2

Gender

Female Gnome Sylvan Sorcerer 2

Size

S

Age

48

Alignment

CN

Deity

Desna

Location

Artume

Languages

Common, Gnome, Sylvan, Elven

Strength 11
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 10
Charisma 19

About Miri Pindles

Main Stat Block:

Miri Pindles
Female Gnome Wildblooded Sorcerer (Sylvan) 2
CN small humanoid (gnome)
Init +4; Perception +3

DEFENSE
AC 13 (15*) touch 13 (15*) flat-footed 11
*+2 Dodge bonus in forests (includes coniferous and temperate)
HP 16 (1d6+2)
Fort +2; Ref +2; Will +2; +2 racial bonus against illusions; +1 Will when an animal is within 30 ft
OFFENSE
Speed 20 ft. (light encumberance)
Ranged Crossbow, light +3 (1d6/19-20/x2) +2 Dex, +1 Size
OR Dagger +3 (1d4+1/19-20/x2)
OR Dagger, Alchemical Silver +3 (1d4+0/19-20/x2)
Melee Morningstar +1 (1d6+1/x2) +1 Size
Space 5 ft. Reach 5 ft.

STATISTICS
Str 11, Dex 14, Con 14, Int 12, Wis 10, Cha 19
BAB +0, CMB +1, CMD 13
Height 3 ft, 2 in Weight 34 lb

Traits
Brigand: You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.
Animal Friend: You gain a +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet, and Handle Animal is always a class skill for you.
Excitable: You gain a +2 trait bonus on all Initiative checks.

Feats
Sorcerer Bonus Feat | Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component.
1st Lvl Feat | Spell Focus (Illusion): +1 to DC of illusion spells.

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
Other Gear Sorcerer's Kit (Mwk Backpack [purchased seperately]; Bedroll; Belt Pouch; Flint; Pot; Mess Kit; Soap; Torches x 10; Trail Rations x 5; Waterskin); Blanket; Ink; Inkpen; Journal; Grooming Kit; Fortune-Teller's Deck (quality); Dilettente's Outfit; Pocketed Scarf; 10 gp of hair ornaments
Money 34 gp, 19 sp, 10 cp

Carrying Capacity w/ Mwk Backpack
Light Load: <32.25 lbs
Med Load: 32.25-64.5 lbs
Heavy Load: 64.5-97.5 lbs

Carried Weight: 29.625 lbs

Spells:

Bloodline: Sylvan (Fey)

Cantrips
Daze; Detect Magic; Light; Mage Hand; Prestidigitation

Gnome Magic | 1/day each
Dancing Lights; Ghost Sound (DC 16); Prestidigitation; Speak With Animals

1st-Level | 5/day
Color Spray (DC 17); Silent Image (DC 17)

Animal Companion | Darbi the Totem Guide:

Darbi
N small animal companion (Totem Guide archetype)
Init +2; Senses low-light vision; Perception +5

DEFENSE
AC 13, touch 13, flat-footed 11 +2 Dex, +1 size
hp 15 (2d8+6)
Fort +6, Ref +5, Will +3

OFFENSE
Speed 30 ft.
Melee bite +3 (1d4+1/19-20/x2) +1 BAB, +1 Str, +1 Size
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 12, Dex 15, Con 16, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +1; CMD +13

Feats:
Iron Will: You get a +2 bonus on all Will saving throws.

Skills: Perception +5

Tricks: Attack x2, Come, Defend, Deliver, Down, Fetch.

Gear: Leather collar with tiger's eye gemstone

SPECIAL ABILITIES
Link (Ex): A sylvan can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The sylvan gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

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
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 24 (2d8+8 )
Fort +7, Ref +6, Will +2

OFFENSE
Speed 40 ft.
Melee 2 hooves +4 (1d3+3)
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 17, Dex 17, Con 18, Int 2, Wis 15, Cha 8
Base Atk +1; CMB +2; CMD +13 (17 vs trip)

Feats:
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
Run: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.

Skills: Perception +5

SQ & Tricks:
Combat Trained: An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel.
Rugged Runner: When in plains, forest or hilly terrain, this beast ignores natural rough terrain penalties to movement.

Carrying Capacity
Light Load: <130 lbs
Med Load: 130-260 lbs
Heavy Load: 261-390 lbs

Carried Weight:
Bit & Bridle - 1 lb
Riding Saddle - 25 lb
Saddlebags - 8 lb
Miri - 34 lb
Total = 68 lb (plus Miri's gear)

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
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

Feat and Skill Racial Traits
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.

Magical Racial Traits
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.

Offense Racial Traits
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Senses Racial Traits
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Alternate Racial Traits
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. Knowledge (Planes)
Bond to the Land: Some gnomes have strong ties to specific kinds of terrain, as a holdover from their fey origins. These gnomes gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger list of favored terrains. This choice is made at character creation, and cannot be changed. This racial trait replaces defensive training and hatred.Favored terrain: Forests (includes coniferous and temperate)

Class Stuff:

Favored Class Bonus
Lvl 1: Skill Rank
Lvl 2: Skill Rank

Sylvan (Fey) Bloodline Powers
Animal Companion (Ex): At 1st level, you gain an animal companion. Your effective druid level for this ability is equal to your sorcerer level – 3 (minimum 1st). This bloodline power counts as your bloodline arcana and also replaces laughing touch.

Eschew Materials
A sorcerer gains Eschew Materials as a bonus feat at 1st level.

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.

She kinda looks like this.


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.