Gunslinger

Pajet's page

74 posts. Alias of Zorblag.


Race

Archaeologist 2 | HP: 20/20 | AC: 17 TAC: 15 FF: 13 | Fort +2, Ref +7, Wil +3 | Init: +4 | Perception: +8 | Archaeologist’s Luck: 6/7

About Pajet

Name: Pajet Strumpleheff
Race: Gnome
Class: Bard (Archeologist) 2
Sex: Female
Alignment: Chaotic Good
Initiative +4
Perception +8

Background:
Pajet Strumpleheff, daughter of Ralnet and Flickner Strumpleheff, was raised on the road and has never seen anything other than a life in which adventure was the expectation. Her parents were a small time bounty hunter and a mildly powerful sorcerer respectively and they did their best to teach her anything she might need to know to get by when she was ready to strike it out on her own. She learned many things from them, but a sense of responsibility wasn’t really one of them.

In every town they visted, Pajet made new friends. They weren’t always the most savory, and more than once she and her parents ended up needing to talk with the local authorities when some small act that Pajets new friends had talked her into went south. This was usually at their own discretion, and her parents always made sure to talk with Pajet about the implications of what had happened. So long as she learned a valuable lesson, it was just part of life so far as they were concerned.

When she’d finally had enough of following her parents on their adventures, Pajet announced one day that she was ready to leave. Scraping together what they’d managed in their last couple jobs, Ralnet and Flickner did their best to make sure she was prepared, but they had faith in their training and knew that Pajet would make do on their own. It wasn’t a sad goodbye, and everyone agreed that they’d keep an eye out for each other as their paths meandered across the lands.

Just now Pajet’s path seems to have taken here back to the sleepy town of Homlet. It’s one that she passed through with her parents, oh, it must have been 12 years back. Pajet doesn’t remember doing anything particularly memorable here, but it’ll be fun to stop in and see if she can recognize any faces and see how they’ve changed!


Alignment and Personality:

Pajet is Chaotic Good. She’s generally cheerful and not too quick to judge people based on their looks. She’s spent enough time around rougher characters to know that, although many are awful, there are enough who will have your back when it counts that you should keep your options open.

Having only a passing interest in personal property rights, Pajet wouldn’t every steal for profit, but sometimes she ends up with things that she’s curious about (though she tries to return them later when she’s figured them out most of the time.) If there’s anything that bothers Pajet in particular, it’s probably seeing people locked up against their will. She has a strong need to be free to explore and can’t understand how anyone would want to restrict that in others.

She’s on the trusting side, but does know that not everything will be as it seems all the time and isn’t the least bit afraid to poke at things to see what’s actually going on in a given situation.


Quirk:

Trick Knee: You have a trick knee whether from an old injury or never developed right your knee does have a tendency to not support your weight at times causing who knows what issues.

Daily Resources:

Archaeologist’s Luck: 6/7 rounds (+2 rounds when ended)
Bard Spells Level 1: 3/3
Dancing Lights (SLA): 1/1
Eternal Hope: 1/1 after rolling a 1 on a d20, the gnome may reroll and use the second result
Ghost Sound (SLA): 1/1 DC: 14
Prestidigitation (SLA): 1/1
Speak with Animals (SLA): 1/1

Defense:

AC 10 + 4 Dex +1 Size +2 Armor = 17
TAC 15
FF 13
HP 20/20
Fort +2 Ref +7 Will +3
Special Defenses: +2 racial bonus on saving throws against fear and despair effects; +2 racial saving throw bonus against illusion spells and effects; Uncanny Dodge (Cannot be caught Flat Footed, doesn’t lose dex bonus to AC if attacker invisible.)

Offense:

Melee
Longsword (S) +2 (1d6 +1/19-20 x2)
Dagger (P or S) +2 (1d3 +1/19-20 x2)
Ranged
Dagger (P or S) +5 (1d3 +1/19-20 x2, Range 10 ft.)
Composite (+1) Shortbow (P) +5 (1d4 +1/x3, Range 70 feet)

Statistics:

--------------------
STR 15 -2 R = 13 (+1)
DEX 18 (+4)
CON 13 +2 R = 15 (+2)
INT 16 (+3)
WIS 11 (+0)
CHA 15 + 2 = 17 (+3)
BAB +1 CMB +1 CMD 15
Move 20 feet

Powers and Abilities:

Archaeologist’s Luck: Swift action for +2 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls.
Bard Spells Known Level 0: Detect Magic, Light, Message, Prestidigitation, Read Magic
Bard Spells Known Level 1: Cure Light Wounds, Heightened Awareness, Silent Image (DC 15)

Feats:

Lingering Performance Level (1): Bonuses from Archeologist’s Luck continue for 2 rounds beyond normal.

Traits:

Criminal (Disable Device) Social: You spent your early life robbing and stealing to get by.

Benefits: Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Fate’s Favored Faith: The fates watch over you.

Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.


Skills:
12 + 6 + 2 ranks + 4 Background = 24
*Acrobatics +4 Dex +3 Class +2 Rank = +9 (2)
*Appraise +3 Int +3 Class + 1 Rank = +7 (1)
*Bluff +3 Cha +3 Class + 2 Rank = +8 (2)
*Climb +1 Str +3 Class + 1 Rank = +5 (1)
*Craft +3 Int = +3
*Diplomacy +3 Cha + Class + 2 Rank = +8 (2)
*Disable Device +4 Dex +3 Class +2 Rank + 1 Trait +1 Clever Explorer = +11 (2)
*Disguise +3 Cha = +3
*Escape Artist +4 Dex = +4
Fly NA
Handle Animal NA
Heal +0 Wis = +0
*Intimidate +3 Cha = +3
*Knowledge (Arcana) +3 Int +3 Class + 1 Rank +1 Bard +2 Race = +10 (1)
*Knowledge (Dungeoneering) +3 Int + 1 Bard = +4
*Knowledge (Engineering) +3 Int + 1 Bard = +4
*Knowledge (Geography) +3 Int + 1 Bard = +4
*Knowledge (History) +3 Int +3 Class +1 Rank + 1 Bard = +8 (1)
*Knowledge (Local) +3 Int + 1 Bard = +4
*Knowledge (Nature) +3 Int + 1 Bard = +4
*Knowledge (Nobility) +3 Int + 1 Bard = +4
*Knowledge (Planes) +3 Int + +3 Class + 1 Rank +1 Bard = +8 (1)
*Knowledge (Religion) +3 Int + 1 Bard = +4
*Linguistics NA
*Perception +0 Wis +3 Class +2 Rank +2 Race +1 Clever Explorer = +8 (2)
*Perform +3 Cha = +3
*Profession NA
Ride +4 Dex -1 ACP = +3
*Sense Motive +0 Wis +3 Class +1 Rank = +4 (1)
*Sleight of Hand +4 Dex +3 Class +2 Rank = +9 (2)
*Spellcraft +3 Int + 3 Class +2 Rank = +8 (2)
*Stealth +4 Dex +3 Class + 2 Rank +4 Size = +13 (2)
Survival +0 wis = +0
Swim +1 Str = +1
*Use Magic Device +3 Cha + 3 Class + 2 Rank = +7 (2)

Languages:

Common, Draconic, Dwarven, Gnome, Goblin, Sylvan

Racial Traits:

Academician (Arcana): 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.

Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.

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.

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

Keen Sense: Gnomes receive a +2 racial bonus on Perception checks.

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

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


Bard (Archaeologist) Class Features:

Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Archaeologist’s Luck (Ex): Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Clever Explorer (Ex): At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.

This ability replaces the versatile performance ability.

Uncanny Dodge (Ex): At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name.

This ability replaces well-versed.

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

Favored Class Bonus: +2 Skill Rank.


Equipment:

ENC: 32 lbs ; Light: 0-37.5, Medium: 38-75, Heavy: 75.5 - 112.5
Armor: Leather (+2 AC, +6 Dex, 10 gp, 7.5 lbs)
Weapons: Dagger (2gp, 0.5 lbs), Composite (+1) Shortbow (75 gp, 1 lb), 20 flight arrows (2 gp, 1.5 lbs), Longsword (15 gp, 2 lbs)
Gear: Rogue’s Kit (a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.) (50 gp, 18.5 lbs)
Treasure: 3 gp 5 sp