Conchobhar Shortstone

Pekk Lacdellvyn's page

20 posts. Alias of Black Dow.


Full Name

Pekkanjorum Tyvett Lacdellvyn

Race

Gnome

Classes/Levels

Rogue 1 | HP 17/17 | AC 16 | F+4, R+9, W+5 | Perc +4, Low Light Vision | Init +4| Speed: 25ft.

Gender

Male

About Pekk Lacdellvyn

.
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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PEKKANJORUM TYVETT LACDELLVYN

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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DEFENCE:

ARMOUR CLASS: 16 (10 + Dexterity modifier (up to your armour’s DEX Cap) + proficiency bonus + armour’s item bonus to AC + other bonuses + penalties)

HIT POINTS: 17 (Class HP + Racial HP + Constitution modifier)

FORTITUDE SAVING THROW: +4 (Fortitude save result = d20 roll + Constitution modifier + proficiency bonus + other bonuses + penalties)
REFLEX SAVING THROW: +9 (Reflex save result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties)
WILL SAVING THROW: +5 (Will save result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties)

OFFENCE:

RAPIER (Melee, Martial) | Attack Bonus: +7 | Damage: 1d6P | Hands: 1 | Group Sword | Traits: Deadly d8, Disarm, Finesse

DAGGER (Melee, Simple) | Attack Bonus: +7 | Damage: 1d3B | Hands: 1 | Group Knife | Traits Agile, Finesse, Thrown 10 ft., Versatile S

FIST (Melee, Unarmed) | Attack Bonus: +7 | Damage: 1d3B | Hands: 1 | Group Brawling | Traits Agile, Finesse, Nonlethal, Unarmed

SPOUT (Cantrip 1) | Attack Bonus: +3 | Damage: 1d4+3B | Range: 30ft/Area: 5ft. cube DC 13 Reflex

Spoiler:

Agile: The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.

Deadly d8: On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.

Disarm: You can use this weapon to Disarm with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.

Finesse: You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.

Nonlethal: An effect with this trait is not inherently deadly. Damage from a nonlethal effect knocks a creature out rather than killing it. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.

Spell attack roll result = d20 roll + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties)

Spell DC = 10 + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties)

Thrown 10 ft.: You can throw this weapon as a ranged attack, and it is a ranged weapon when thrown. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment specified in the weapon’s Range entry.

Unarmed: An unarmed attack uses your body rather than a manufactured weapon. An unarmed attack isn't a weapon, though it's categorized with weapons for weapon groups, and it might have weapon traits. Since it's part of your body, an unarmed attack can't be Disarmed. It also doesn't take up a hand, though a fist or other grasping appendage generally works like a free-hand weapon.

Versatile (S): A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.

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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.

Innate spells use your Charisma modifier unless the ability that granted them states otherwise.

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
Craft +3: +3 Trained; +0 INT
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

* Trained in lieu of Deception from Rogue Racket (already gained through Background)/

SPELLS:

SPOUT (Cantrip 1) Cantrip, Evocation, Water
Traditions: Arcane, Primal
Cast:⇰⇰ somatic, verbal
Range: 30ft
Area: 5ft. cube
Saving Throw: Reflex
Water blasts upward, coming out of the ground, rising from a pool, or even manifesting from thin air. Any creatures in the area take bludgeoning damage equal to 1d4 plus your spellcasting ability modifier, with a basic Reflex saving throw.

You can change this spell's area to a 5-foot burst, provided you center the burst in a body of water. This body of water can be as small as a pond or creek, but not as small as a puddle or bathtub.

Heightened (+1): The damage increases by 1d4.


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EQUIPMENT:

Armour: Explorer's Clothing [L]

Weapons: Rapier [1], Dagger [L]

Magic Items: Potion of Barkskin [L]; Potion of Minor Healing [L]

Adventuring Gear: Backpack [-]; Bedroll [L]; Duelling Cape [L]; Lantern (Hooded) [L]; Rations (1 week) [L]; Religious Symbol of Hanspur (Wooden) [L]; Rope (50ft.) [L]; Sack [L]; Soap [-] ; Waterskin [L]

[smaller]ENCUMBRANCE [5 Bulk Limit]: 2 Bulk 2 Light

COINS & CURRENCY:

Platinum Pieces (PP):
Gold Pieces (GP): 12
Silver Pieces (SP): 5
Copper Pieces (CP): 2
Treasure:

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DIETY:

HANSPUR (THE WATER RAT) [CN]
Category: Other Gods
Edicts: Learn how to live off the river, guard river travellers from unnatural hazards, save others from drowning
Anathema: Impose needless laws or restrictions on others, aid daemons or the Horsemen
Follower Alignments: CG, N, CN, CE

BACKGROUND NOTES:

Jovvox is a largely gnomish town east of the city of Mivon. Originally built around a remote monastery by the enterprising gnome merchant Jov, Jovvox's weaponsmiths specialize in producing large quantities of cheap weapons, fast, thereby undercutting competition. Their raw materials come from a small nearby iron mine and from halfling and human scouts who also make Jovvox home and scavenge battlefields throughout the region for cast-offs that could be recycled. Kellywells, the current leader of the town, is known for crafting exotic, novel weapons.