Othlo Janke

Miro Gildestone's page

2 posts. Alias of FratManCy.


About Miro Gildestone

Miro Gildestone
Male Sorcerer 1 ( Destined Bloodline )
CN Small humanoid
Init +2; Perception +4
-Defense---------------------------------
AC 13, touch 13, flat-footed 11
hp (d6, +1 favored class, +1 con) Current: 08 / 08
Fort +1, Ref +2, Will +4 (+2 vs fear)
-Offense---------------------------------
Speed 20 ft.
Melee Dagger -1(1d3-1|19-20x2)
Ranged Sling +2(1d3-1|x2)
Bloodline Spell-Like Abilities (CL 1;
concentration +4)
5/Day Touch of Destiny +1 insight bonus on attack rolls, skill checks, ability checks, and saving throws to a creature for 1 round.
Sorcerer Spells Known (CL 1st; concentration +4)
1st (3/day)— Color Spray (DC 15), Silent Image (DC 15)
0 (at will)—detect magic, read magic, ghost sound (DC 14), prestidigitation

-Statistics------------------------------
Str 08, Dex 14, Con 13, Int 13, Wis 14, Cha 17
Base Atk +0; CMB -2; CMD 10
Feats: Spell Focus (Illusion)
Skills: Appraise +1, Bluff +3, Intimidate +3, Knowledge Arcana +5, Knowledge History +1, Profession Gambler +6, Spellcraft +1, UMD +7All skills listed are class skills
Traits: Successful Shirker You gain a +1 trait bonus on Stealth checks and a +3 trait bonus on Bluff and Diplomacy checks to avoid punishment by lawful authority.
CoincunningBenefit: You receive a +2 trait bonus on Perception checks to notice coins, gems, jewelry, and valuable trade goods. You gain a chance to notice such goods whenever you pass within 10 feet of them, whether or not you are actively looking.
Languages Common, Dwarven, Halfling
Combat Gear sling, dagger

Class Abilities:

- - -
Class AbilitiesSorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Bloodline - Destined
Bloodline Arcana: Whenever you cast a spell with a range of “personal,” you gain a luck bonus equal to the spell's level on all your saving throws for 1 round.

Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

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

Halfling Racial Abilities:

Defense Racial Traits
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Fearless:: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Adaptable Luck: Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.

Feat and Skill Racial Traits
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Surefooted: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

Senses Racial Traits
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Keen Eyes: Halflings receive a +2 racial bonus on Perception checks.

Offense Racial Traits
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Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Personality:
Miro is a opportunist at heart. Games of chance, women, and booze are his weakpoints, but with a lifetime as a career gambler, nothing gets better. He's very charming, likes to place bets on anything he can, and right when he has you in his pocket, he uses magic to tip the odds in his favor. Big surprises in small packages.

Appearance:
Miro is as average as halflings comeby - a mop of chestnut brown hair slicked back and tucked under a small bowler cap. His eyes are green, almost emerald like, attributing to his perception of money lies everywhere. As for attire, he dressed like a noble, but swindles like a Kaer Magan loan shark.

Quick Background:

He won the silver key as a prize from a game of towers thinking it led to some noble's vault, but try as he might, the key hadn't been able to open anything of his interest. Rather than toss it aside, he's incorporated it into his lucky symbol, thinking that one day it'll lead to a dragon's horde of cash.

Expanded Background:

Since birth, Miro Gildestone was dealt the best possible hand that any halfling could ever hope for. Having been raised within Andoran, a bastion of freedom for its democratic views granted Miro a lifestyle where he was treated as an individual, and had equal say. With personal liberties unabated, Miro didn't feel that he had to employ in honest work as others had to - it was boring, and a waste of time for him. He wanted bigger and grander things, and the fastest way to earn enough money was to turn to gambling. At a young age, he was exposed to games of risk as he passed workers who had collected in alleyways hoping to raise their stakes. The excitement that the men derived from throwing around knuckle sized dice interested Miro, and like any sucker, he eagerly joined...and lost his money. How, in a system that had rules and a structure, everything could change with the result of something so small and miniscule - which spoke to Miro's nature.

Doing his best to study the game, and work out the angles, he had scrounged up enough coin to participate again. His compatriots relished at the opportuny that Miro presented - a chump who had money to spare. The leader of the group, a darkskinned dwarf had enticed Miro with a huge payout, and none being the wiser, had lost due to Miro's quick thinking and clever wordplay. It was from this moment that Miro embodied himself as a purveyor of chance. How he, something small and insignificant can make a change, with of course, in his favor.

His life would go on, feeling as if he was destined for great things, earning himself a reputation as the Little Gentleman, a cardshark, dice lover, and tower enthusiast that frequents all of Andoran's parlors.

Goals
1. To find the important of the silver key he won in a game of towers, and unlock its riches.

2. To engage in a game of chance against a dragon.

3. To earn himself the biggest payday that any gambler could ever hope for.

Gear:

Combat-
Dagger 2GP
Sling

Studded Leather Armor 25GP

Misc
Outfit, Traveler's
Sorcerer's Kit 8GP
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.

Gamblers Kit 75GP
Particularly useful for travelers moving through areas too small or remote to support a full-time place for gambling, this small, tightly packed suitcase holds decks of cards, a betting wheel, numbered cloths, colored wooden chips, and a wide variety of other sorts of specialized equipment necessary for many different games of chance.

Deck of Marked Cards 1GP
total spent - 85

0 PP
35 GP
0 SP
0 CP

Tactics:

Miro, The Little Gentleman
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Pre-Combat
Miro would try to find a spot where he wasn't noticed, as to survey the dangers before him and act accordingly.
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During Combat
- After having an idea of what he's against, Miro adjusts to the situation. Using distraction and subterfuge, Miro tries to catch his enemeies off guard to make a clean getaway.
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Combat End
Miro tries to avoid death at any point, but its his love for gambling is what keeps him within the combat.
Because of his personal code, Miro picks and chooses of whom his loyalty lies – even if it means his survival.