Conchobhar Shortstone

Pekk Carndellvyn's page

36 posts. Alias of Black Dow.


Race

Gnome

Classes/Levels

Rogue 1 | HP XX/XX | AC XX | F+X, R+X, W+X | Perc +X, Low Light Vision | Init +4| Speed: 25ft.

Gender

Male

About Pekk Carndellvyn

Ḁn honest thief, dandy-scoundrel and noted mountebank, Pekk is known to keep the company of both the just and dubious. A reputed follower of Hanspur, the rogue plies his trade throughout the River Kingdoms where cause, con or coin piques his interest.
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“Here's to the charlatans, the pretenders, the pawns and the knights. For without them, this play would have no kings.” ― Atticus

What greatness had not floated on the ebb of that river into the mystery of an unknown earth!...The dreams of men, the seed of commonwealth, the germs of empires.” ― Joseph Conrad, Heart of Darkness

“They say that patriotism is the last refuge to which a scoundrel clings. Steal a little and they throw you in jail. Steal a lot and then they make you king.” ― Bob Dylan

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PEKKONJORUM TYVETT CARNDELLVYN

Male Gnome Rogue (Scoundrel) 1

Chaotic Good Small Humanoid (Gnome)

Experience Points (XP) 0

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[PROFICIENCY]: Untrained: +0 | Trained: 2+Level | Expert: 4+Level | Master: 6+Level | Legendary: 8+Level

[ACTIONS]: ⇰ Single Action | ⇰⇰ Two-Action Activity | ⇰⇰⇰ Three-Action Activity | ⎆ Free Action | ⏎ Reaction

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GNOME ANCESTRY:

Long ago, early gnome ancestors emigrated from the First World, realm of the fey. While it’s unclear why the first gnomes wandered to Golarion, this lineage manifests in modern gnomes as bizarre reasoning, eccentricity, obsessive tendencies, and what some see as naïveté. These qualities are further reflected in their physical characteristics, such as spindly limbs, brightly coloured hair, and childlike and extremely expressive facial features that further reflect their otherworldly origins.

Hit Points: 8
Size: Small
Speed: 25ft.
Ability Boosts: Constitution, Charisma & Free
Ability Flaw(s): Strength
Languages: Common, Gnome & Sylvan. Additional languages equal to your Intelligence modifier (if it's positive). Choose from Draconic, Dwarven, Elven, Goblin, Jotun, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).
Low-Light Vision: You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.

GNOME HERITAGE (WELLSPRUNG GNOME):

Some other source of magic has a greater hold on you than the primal magic of your fey lineage does. This connection might come from an occult plane or an ancient occult song; a deity, celestial, or fiend; magical effluent left behind by a mage war; or ancient rune magic.

Choose arcane, divine, or occult. You gain one cantrip from that magical tradition's spell list. You can cast this spell as an innate spell at will, as a spell of your chosen tradition. A cantrip is heightened to a spell level equal to half your level rounded up. Whenever you gain a primal innate spell from a gnome ancestry feat, change its tradition from primal to your chosen tradition.

ABILITY SCORES:

Strength: 10 (+0 STR Mod)
Dexterity: 18 (+4 DEX Mod)
Constitution: 14 (+1 CON Mod)
Intelligence: 10 (+0 INT Mod)
Wisdom: 10 (+0 WIS Mod)
Charisma: 16 (+3 CHA Mod)

Ancestry Ability Boosts: DEX, CON & CHA Ancestry Ability Flaws: STR Background Ability Boosts: DEX & CHA Class Ability Boost: DEX Free Ability Boosts: STR, DEX, CON & CHA

BACKGROUND (CHARLATAN):

You traveled from place to place, peddling false fortunes and snake oil in one town, pretending to be royalty in exile to seduce a wealthy heir in the next. Becoming an adventurer might be your next big scam or an attempt to put your talents to use for a greater cause. Perhaps it’s a bit of both, as you realise that after pretending to be a hero, you’ve become the mask.

Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.

You're trained in the Deception skill and the Underworld Lore skill. You gain the Charming Liar skill feat.

ROGUE CLASS:

You are skilled and opportunistic. Using your sharp wits and quick reactions, you take advantage of your opponents’ missteps and strike where it hurts most. You play a dangerous game, seeking thrills and testing your skills, and likely don’t care much for any laws that happen to get in your way. While the path of every rogue is unique and riddled with danger, the one thing you all share in common is the breadth and depth of your skills.

Key Ability: DEXTERITY
Hit Points: 8 plus CON Modifier

Spoiler:

You'll see these terms in many rogue abilities:

Debilitation: Debilitations apply conditions and other negative effects to a creature. When the creature is affected by a new debilitation, any previous one it was affected by ends.

Flourish: Actions with this trait are special techniques that require too much exertion for you to perform frequently. You can use only 1 action with the flourish trait per turn.

INITIAL PROFICIENCIES: At 1st Level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception: Expert in Perception.
Saving Throws: Trained in Fortitude, Expert in Reflex & Will.
Skills: Trained in Stealth, one or more skills determined by your rogue's racket & in a number of additional skills equal to 7 plus your Intelligence modifier.
Attacks: Trained in simple weapons, rapier, sap, shortbow, shortsword & unarmed attacks.
Defences: Trained in light armour & trained in unarmored defence.
Class DC: Trained in rogue class DC.

CLASS FEATURES: You gain these features as a Rogue. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Level 1: Ancestry and Background, Initial Proficiencies, Rogue’s Racket, Sneak Attack 1d6, Surprise Attack, Rogue feat & Skill feat.

ROGUE RACKET (SCOUNDREL):

You use fast-talking, flattery, and a silver tongue to avoid danger and escape tricky situations. You might be a grifter or con artist, traveling from place to place with a new story or scheme. Your racket is also ideal for certain reputable professions, like barrister, diplomat, or politician.

When you successfully Feint, the target is flat-footed against melee attacks you attempt against it until the end of your next turn. On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours.

You’re trained in Deception and Diplomacy. You can choose Charisma as your key ability score.

SNEAK ATTACK (1d6):

When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.

As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

SURPRISE ATTACK:

You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

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ROGUE FEATS:

At 1st level and every even-numbered level, you gain a rogue class feat.

NIMBLE DODGE (Feat 1) Rogue, Swashbuckler

Trigger: A creature targets you with an attack and you can see the attacker.
Requirements: You are not encumbered.

You deftly dodge out of the way; gaining a +2 circumstance bonus to AC against the triggering attack.

SKILL FEATS:

You gain skill feats more often than others. At 1st level and every level thereafter, you gain a skill feat.

CHARMING LIAR (Feat 1) General, Skill

Prerequisites: Trained in Deception

Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.

UNDERWATER MARAUDER (Feat 1) General, Skill

Prerequisites: Trained in Athletics

You’ve learned to fight underwater. You are not flat-footed while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.

SKILLS:

Acrobatics +7: +3 Trained; +4 DEX
Athletics +3: +3 Trained; +0 STR
Deception +6: +3 Trained; +3 CHA
Diplomacy +6: +3 Trained; +3 CHA
Intimidation +6: +3 Trained; +3 CHA
River Lore: +3 Trained; +0 INT
Society +3: +3 Trained; +0 INT
Stealth +7: +3 Trained; +4 DEX
Thievery +7: +3 Trained; +4 DEX
Underworld Lore +3: +3 Trained; +0 INT

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DEFENCE

AC 18* (10 Base, +3 Dex, +1 Size, +4 Armour) Touch AC 14* (10 Base, +3 Dex, +1 Size) Flat Footed AC 15* (10 Base, +1 Size, +4 Armour)
HP 33 (4d8 [23]; +8 Con; +2 Favoured Class)
SAVES**: Fort +3 Ref +7 Will +2
CMD: 12 (10+3BAB+0StrMod+3DexMod-1SizeMod+0MiscMods)

* +2 dodge bonus to AC when in/on Water terrain type.
** +2 racial bonus on saving throws against fear effects.

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OFFENSE

Speed: 20ft Armoured/Unarmoured.
BAB: +3
Melee: MW Small Rapier +7 (1d4/18-20)
Melee: MW Small Dagger +7 (1d3/19-20 for Cold Iron & 1d3-1/19-20 for Alchemical Silver)
Melee: MW Sap +7 (1d4/x2 Non-Lethal)
Ranged: Small Light Crossbow +6 (1d6/19-20) Range: 80ft.
Ranged: MW Small Cold Iron Dagger +7 (1d3/19-20) Range 10ft. or MW Silver Dagger +7 (1d3-1/19-20) Range 10ft.
Special Attacks: Debilitating Sneak Attack (+2d6 & Target Bewildered, Disorientated or Hampered for 1 round)
CMB: +2 (+3BAB+0StrMod-1SizeMod)
Spells - Gnome Magic (1/Day, CL: 4, Concentration +6): Dancing Lights, Ghost Sound (DC 12), Prestidigitation & Speak with Animals

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INVESTIGATOR CLASS:

Weapon & Armour Proficiency: Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armours, but not shields.

Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

When using Craft (Alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (Alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

ROGUE TALENTS

Black Market Connections (Ex); Canny Observer (Ex).

FEATS

Additional Traits (General - Starting Character Feat); Weapon Finesse (Combat - Bonus Class Feat) & Combat Expertise (Combat - 3rd Level Advancement Feat)

TRAITS

Rapscallion (Gnome Race Trait); River Acumen (Faith Trait); River Navigator (River Kingdoms Region Trait); Canter (Social Trait)

SKILLS

ADVENTURING SKILLS - Ranks per level: 10 (8 Class; + 2 Int)

Acrobatics +9: 1 Rank; +3 DEX +3 Class; +2 Race
Bluff +8: 4 Ranks; +1 CHA; +3 Class
Climb +7: 2 Ranks; +0 STR +3 Class; +2 Race
Diplomacy +9: 4 Ranks; +2 CHA +3 Class
Disable Device +12*: 4 Ranks; +3 DEX +3 Class, +2 Trap Finding
Escape Artist +8: 1 Rank; +3 DEX +3 Class; +1 Trait
Intimidate +6: 1 Rank; +2 CHA +3 Class
Knowledge (Dungeoneering) +6: 1 Rank; +2 INT; +3 Class
Knowledge (Local) +9: 4 Ranks; +2 INT; +3 Class
Perception +7**: 3 Ranks; +1 WIS; +3 Class
Sense Motive +7: 3 Ranks; +1 WIS; +3 Class
Stealth +9: 3 Ranks; +3 DEX; +3 Class
Survival +7***/****: 3 Ranks; +1 WIS; +3 Class
Swim +8****: 3 Ranks; +0 STR; +3 Class; +2 Race
Use Magical Device +6*: 1 Rank; +2 CHA; +3 Class

* +1 Trait bonus to Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings.
** +4 Feat bonus to any Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps).
*** +1 trait bonus on Survival checks checks dealing with lakes, rivers, and their immediate surroundings.
**** +2 trait bonus on Swim checks in rivers or streams, and a +2 trait bonus on Survival checks to forage for food in or near a river or stream.

BACKGROUND SKILLS - Ranks per level: 2 (NB: 1 Adventure Skill rank carried over for levels 1 & 3)

Appraise +6: 1 Rank; +2 INT +3 Class
Linguistics +7: 2 Ranks; +2 DEX; +3 Class
Lore (Little Sellen River) +8: 2 Ranks; +2 INT; +3 Class
Lore (Shrike River) +7: 1 Rank; +2 INT; +3 Class
Profession (Sailor) +6*: 2 Ranks; +1 WIS; +3 Class
Sleight of Hand +8: 2 Ranks; +3 DEX; +3 Class

* +1 trait bonus on Profession (Sailor) checks dealing with lakes, rivers, and their immediate surroundings.

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WEALTH

Gold: 6000
Silver:
Copper:
Treasure:

GEAR/EQUIPMENT

Combat Equipment:

Mundane Equipment:

Encumbrance: 00.00lbs (Light Load)

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APPEARANCE

Age: 55 years Height: 3ft. 5" Weight: 39 lbs.

The gnome before you is, at first glance, unlike his fey-touched and flighty brethren: Tall for a gnome, and lean, his midnight blue hair has a damp sheen, as if he recently completed a swim, or stepped from inclement weather.

His smiling face is framed by a neatly trimmed beard and features a waxed moustache, and most noticeably, an eye-patch that leaves a solitary eye that twinkles with mischief.

About his person he wears the functional garb of a river-boater - with the glint of fine silvery mail all but hidden by a weather-worn leather coat. His outfit is crowed by a flamboyant wide brimmed plumed with heron feathers.

At his belt sits an elegant rapier and a matching pair of slim daggers, keeping company with an ornate wood scroll case and several pouches containing the promise of coin, baubles and other treasures…

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FAITH

While he pays lip service to Hanspur, giving reverence to his lordship of the water, Pekk baulks at the murderous undertow of the faith. Day-to-day the rogue lives his life to the River Kingdom's code of justice - known as the Six River Freedoms, the idioms of which are:

Say What You Will, I Live Free: The freedom to speak is not the same as freedom from consequences of speech. Outsiders, drunkards, and fools are the only ones who vocally invoke this freedom. All others respect it, and live with it accordingly. Still, criticism of government is more common here than in other lands. Pride sometimes intervenes, but a long-lasting lord is one who lets tongues wag.
Oathbreakers Die: The opposite of free speech in the River Kingdoms is the gravity of oath-breaking. Petty liars are common, but in a land where tomorrow can bring a gang of mercenaries, the people in charge must know whom they can trust. Riverfolk who undertake oaths of this nature keep them, or die trying.
Walk Any Road, Float Any River: This freedom implies no safety while traveling, especially from the local lord. It merely prevents lords from blocking land and water travel, or charging tolls for passing (except for non-Riverfolk). However, in practice, it means no lord can take his or her people for granted.
Courts Are for Kings: One of the most basic freedoms of the River Kingdoms, this one holds that all laws within the river kingdom are flexible, and that rulers of a kingdom may do as they wish. Visitors to a river kingdom -- be they king or commoner -- are bound by the (often arbitrary) laws of that kingdom. Consequently rulers of the different kingdoms infrequently visit each other, and instead rely on liaisons and intermediaries.
Slavery Is an Abomination: Escaped slaves are an important fact of life in the River Kingdom. A slave that escapes to the River Kingdoms is considered truly free. By some estimates, more than a third of all people living in the River Kingdoms are either escaped slaves or children of escaped slaves. Thousands of slaves make their way to the River Kingdoms annually and fiercely defend their newfound freedoms.
You Have What You Hold: This freedom draws the moral distinction between stealing and robbery. In the River Kingdoms, it is more preferable to face your robber, to be allowed the opportunity to resist (and perhaps to repossess!). It is acceptable (and perhaps worthy of praise) to take what you want by force.

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STANDARD GNOME 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
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. (Water terrain chosen.) This racial trait replaces defensive training and hatred.
FEAT & SKILL RACIAL TRAITS
Intrepid Settler: Some gnomes add to the thrill of living by settling in precarious places. These intrepid gnomes gain a +2 racial bonus on saving throws against fear effects and on Acrobatics, Climb, and Swim checks. This racial trait replaces illusion resistance, keen senses, and obsessive.
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.

ROGUE CLASS FEATURES

Skills List:

The rogue’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). Survival gained via trait.

Weapon & Armour Proficiency:

Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack:

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trap Finding:

A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex):

At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion (Ex):

At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents:

As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.

A rogue cannot choose a ninja trick with the same name as a rogue talent.

Canny Observer (Ex) - 2nd Level Rogue Talent:

Benefit: When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.

Danger Sense (Ex):

At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Debilitating Injury (Ex):

At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Uncanny Dodge (Ex):

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 Dexterity 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 against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Black Market Connections (Ex) - 4th Level Rogue Talent:

Benefit: A rogue with this talent gains better access to magic items from black market connections. She treats every settlement as one size greater (see Table: Settlement Statistics) for the purpose of determining the gp limit of the base value of items for sale, as well as the number of minor, medium, and major magic items for sale in the settlement. If the settlement is already a metropolis, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful Diplomacy check, the rogue can treat the settlement as two sizes larger. If the settlement is already a metropolis and she succeeds at the check, all magic items are for sale. If the settlement is already a large city and she succeeds at the check, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful check, the rogue can also sell stolen items on the black market. If the check fails by 5 or more, the rogue does something to spook the market, and treats the city as normal for 1 week. Furthermore, those in control of the black market may alert the authorities to the rogue’s presence in an act of reprisal for spooking the market or to divert attention away from their illicit activities. The DCs of the checks are by settlement size and are given in the table.

Expenditure:

3812/6000

1100: Mithril Chain Shirt
2+20+300: MW Alchemical Silver Dagger
2+2+300: MW Cold Iron Dagger
20+300: MW Rapier
1+300: MW Sap
750: Wand of Magic Weapon (50)
190: Concealable Thieves Tools (MW)
20: Moonrods (2)
4: Sunrods (2)
2.5 Trail Rations (5 Days)
5: Tindertwigs (5)
50: Antiplague
50: Antitoxin
15: Bottle of Sealord White Wine
0.1 Cheese
10: Journal (Ledger)
8: Vial of Ink
0.1 Inkpen
1: Map Case

Boat

500: Ship's Boat (Sampan)
5: Block & Tackle
10: Buoy, Common (2)
2: Merchant's Scale
1: Waterproof Bag (2)
2: Small Nautical Flag Silverhold
5: Large Nautical Flag River Kingdoms
17: Waterproof Bullseye Lantern
0.2: Lamp Oil (2 Pints)
10: Tindertwigs (10)
15: Bottle of Sealord Red Wine

20: Outfit, Dilettante’s
0.1: Eyepatch
10: Fancy Hat

1: Wooden Holy Symbol - Hanspur
1: Deck of Marked Cards
50: Superior Loaded Dice (DC30 Perception Check)
2: Small Nautical Flag
5: Large Nautical Flag River Kingdoms

0.2 Mess Kit
50 MW Backpack
0.5 Waterproof Bag

2600 Pirate's Eye Patch

BACKGROUND

My Notes:

You have earned yourselves a footnote in history as helpful natives for aiding the world reknowned Jublost Narthropple. Explorer and Cartographer most extraordinary!"

Halis from Jovvox, in Mivon?

“[...]sometimes it seemed to him that although the man was the master, which was of course only right and proper, if you watched and listened, you would see that their marriage was like a barge on the river, with the wife being the wind that told the captain which way the barge would sail. Mrs. Mayhew, if not being the wind, certainly knew when to apply the right puff.”
― Terry Pratchett, Dodger

Common River Kingdoms oaths include “I swear by the Sellen,” “May
Hanspur take my sons,” and “My freedom is my bond.”

Trivia:

He knows the best riverbank spots to harvest the rare Lorelei's Cowl mushroom - which, when served buttered, are simply "magnifique".

His dagger's are named Les jumeaux pointus (The Sharp Sisters): Argentia & Fer.

Ability Build (20 Point Buy+Advancements):

STR - 2 Points (12) -2 = 10
DEX - 7 Points (15) = 15
CON -2 Points (12) +2 = 14
INT = 5 Points (14) = 14
WIS = 2 Point (12) = 12
CHA = 2 Points (12) +2 = 14
4th Level Ability Score Increase: +1 DEX

Advancement Notes:

Feats: Experienced Vagabond; Fencing Grace (need Weapon Focus: Rapier for this); Mobility (need Dodge for this);

Multi-class Options: Ranger (Dandy archetype)

Prestige Classes: Inner Sea Pirate;