Suit of Keys

Pemta "the Shadow" Broilbree's page

128 posts. Alias of KoolKobold.


Full Name

Pemta Broilbree

Race

Gnome

Classes/Levels

Slayer 7/Shadowdancer 3 | HP 85/106 | AC 24, touch 17, flat-footed 20 | Fort +11 | Ref + 13 | Will +8 | Init +3 | Perception +19 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

Gender

Female

Size

Small (3' even)

Age

55

Alignment

N

Deity

Atheist

Languages

Aklo, Common, Gnome, Sylvan

Strength 16
Dexterity 17
Constitution 14
Intelligence 10
Wisdom 16
Charisma 12

About Pemta "the Shadow" Broilbree

female gnome slayer 8/shadowdancer 3
N Medium humanoid (gnome)
Init +3; Senses darkvision 60 ft, low light vision; Perception +18
DEFENSE
AC 24, touch 17, ff 20 (+6 armor, +2 deflection, +3 Dex, +1 dodge, +1 natural, +1 size)
hp 106 (Slayer 1st HP 10 + Slayer HP 39 + Level 8 Slayer 8 + Shadowdancer HP 16 + 22 (Con) + 11 (Toughness))
Fort +11, Ref +13, Will +8; +2 against illusion
Defensive Abilities defensive training, evasion, uncanny dodge
OFFENSE
Speed 20 ft
Melee +2 longsword + 16/+11 (1d6 + 5/19-20), +2 shortsword + 16/+11 (1d4 + 3/19-20)
Ranged masterwork shortbow + 15/10 (1d4/x3)
Special Attacks hatred (+1 vs goblinoids & reptilians), rogue talent (offensive defense), slayer talent (ranger combat style-two weapon fighting, poison use, rogue talent-fast stealth, lasting poison), studied target (2 targets, +2), sneak attack +3d6, summon shadow
Gnome Spell-Like Abilities (caster level 10th)
1/day-dancing lights, ghost sound, prestidigitation, speak with animals
Shadowdancer Spell-like Abilities (caster level 3rd)
1/day-silent image (Will DC 12)
STATISTICS
Str 16, Dex 17, Con 14, Int 10, Wis 16, Cha 12
Base ATK +10; CMB +12; CMD 23
Feats Accomplished Sneak Attacker, Combat Reflexes, Dodge, Mobility, Power Attack, Toughness, Two Weapon Fighting
Skills (48 ranks [slayer], 18 [shadowdancer])
Acrobatics +22 (11 [ranks] + 3 [Dex] + 3 [csb] + 5 [boots])
Knowledge (geography) +8 (5 [ranks] + 3 [csb])
Knowledge (local) +15 (10 [ranks] + 3 [csb] + 2 [racial])
Perception +19 (11 [ranks] + 3 [Wis] + 3 [csb] + 2 [racial])
Perform (dance) +6 (2 [ranks] + 1 [Cha] + 3 [csb])
Sleight of Hand +10 (4 [ranks] + 3 [Dex] + 3 [csb])
Stealth +21 (11 [ranks] + 3 [Dex] + 3 [csb] + 4 [size])
Survival +14 (8 [ranks] + 3 [Wis] + 3 [csb]); +18 to follow tracks
Use Magic Device +9 (4 [ranks] + 1 [Cha] + 3 [csb] + 1 [trait])
Languages Common, Gnome, Sylvan
SQ stalker, track, hide in plain sight
GEAR
89 gp
+2 longsword 8,015 gp
+2 shortsword 8,010 gp
shortbow 30 gp
20 masterwork arrows 7 gp
+3 studded leather 9,025 gp
ring of protection +2 8,000 gp
belt of incredible dexterity +4 16,000 gp
cloak of resistance +2 4,000 gp
giant wasp poison 210 gp
peasant's outfit
boots of elvenkind 2500 gp
headband of inspired wisdom +2 4,000 gp
amulet of natural armor +1 2,000 gp
RACIAL TRAITS
Academician-Gain a +2 racial bonus on a single Knowledge skill (local)
Defensive Training-Gain a +4 dodge bonus against enemies with the giant subtype
Hatred-Gain a +1 attack and damage bonus on attack rolls against enemies with the goblin and reptilian subtype
Illusion Resistance-gain a +2 bonus on saving throws against illusion spells and effects
Keen Senses-+2 racial bonus on Perception checks
Weapon Familiarity-Pemta treats any weapon with the word "gnome" in it as a martial weapon
TRAITS
Dangerously Curious-+1 Use Magic Device, Use Magic Device is a class skill
Restless Wayfarer-+1 Knowledge (geography) and Knowledge (local), and select one other language
CLASS ABILITIES

Study Target:
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a slayer can study an opponent as a move or swift action.

Track:
A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Poison Use:
The slayer is trained in the use of poison, and cannot accidentally poison himself when applying poison to a weapon.

Ranger Combat Style:
The slayer selects a ranger combat style (such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. At 6th level, he may select this talent again and add the 6th-level ranger combat feats from his chosen style to the list. At 10th level, he may select this talent again and add the 10th-level ranger combat feats from his chosen style to the list.

Rogue Talent: Fast Stealth:
A rogue with this talent can move at her full speed while using the Stealth skill check.

Rogue Talent: Lasting Poison:
A rogue with this talent can apply poison to a weapon in such a way that it is effective for two successful attacks instead of one. The poison has a reduced effect, however, and saves made against the poison receive a +2 circumstance bonus. Applying poison in this way requires a full-round action, or a standard action if the rogue has the swift poison talent.

Rogue Talent: Offensive Defense:
When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round. The dodge bonus only applies against the creature you sneak attacked, and the dodge bonus does not stack with itself.

Summon Shadow:
At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. This shadow has a number of hit points equal to half the shadowdancer’s total. The shadow uses the shadowdancer’s base attack bonus and base save bonuses. If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer gains one permanent negative level. A successful saving throw avoids this negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days.

Hide in Plain Sight:
A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Stalker:
At 7th level, a slayer gains his studied target bonus on Disguise, Intimidate, and Stealth checks against his studied opponent.

Evasion:
At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.

Uncanny Dodge:
At 2nd level, a shadowdancer cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A shadowdancer with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a shadowdancer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Background:
Born somewhere in the northeastern parts of the River Kingdoms, Pemta Broilbree had a rather uninteresting childhood, at least for a gnome-she rarely partake in pranks, and spent much of her time alone. It was no surprised that when she became of age, she left with a caravan, being a performer traveling across Brevoy. However it was quickly discovered that she was a better thief and assassin than a dancer, and thus it felt like a blur when she went from picking pockets to assassinating enemies of House Surtova.

Where her memories become more clearer was with one particular night-she was promised a big pay to eliminate a certain politician, as well as her own home nearby the Lake of Mists and Veils, a place where she can live the rest of her days...only to realize it was too good to be true. House Surtova either no longer considered the gnome assassin useful, or they were afraid someone else would pay her to attack them; regardless, Pemta almost stumbled into an ambush. A voice whispered in her ear to flee, and flee she did-she fled into the Gronzi Forest, only to be discovered there, and climbed over the Icerime Peaks into Iobaria. Somehow, she managed to throw her pursuers off once she entered there.

However, the event shattered her mind quite a bit-while not enough to throw her to complete insanity and evil, her life felt like it fell apart through her fingers, and eventually she decided to stay in Iobaria even well after she believed House Surtova stopped looking for her. She continued her skills as an assassin within whatever settlements remained in Iobaria, but she cut her hair, garnered a cloak to hide her face, and traveled only at night when she was paid a few coins to kill some farmer or barkeep. Since then, she has been known as "Iobaria's Shadow", more of a local legend than a living person to the residents. Which fits her fine.

Her loneliness would have eaten her alive and possibly put her over the edge had she not had a single friend, a single voice of reason-her very own shadow. Her shadow speaks in a tongue that only she understands, whispering vague sentences of confidence to keep her from losing her mind completely. Pemta does know that her shadow might only be keeping her alive so it can continue to exist, but either way, she learned to live with her shadow speaking to her-pointing out things she might have missed, helping her weigh her options, and, like that very night she almost died, prevented her from wandering into a trap...

Since then, Pemta has stayed in Iobaria, setting up multiple hideaways across the various forests and caves of the region-the more isolated, the better. One day, while conversing with her shadow about how unusually chilly it was, a voice seemed to be calling to her. Very faintly, she made out the word “Vurnirn“; she was aware of the centaur settlement but hasn’t ever visited it. She called out to the wild to ask why Vurnirn, but the new voice just repeated the same word. After a small counsel with her shadow, she sighed, packed her things, and made the travel to the settlement. Even if this was a wild goose chase, it’s something that will change the monotony of her life-if one can call it that. She certainly doesn’t.

Appearance:
Pemta stands at 3 foot even, with sharp emerald eyes. Her skin was once a silver sheen, and her hair was once vibrant and glowed with a purple sheen, but nowadays, in her years of isolation and insanity, the Bleaching has gotten to her quite a bit, and now only her roots contain her original lavender color, with the rest being a chalky white. Her skin, devoid of much sunlight, had also become quite pale.

Personality:
Pemta is a largely emotionless gnome, although every now and then her old personality ignites like a single spark in a cave. When this happens, there was a glint in her eye, a determined spirit flowing out of her, and even a sarcastic remark fly out of her lips every now and then. Otherwise, to those who don't know her, she seems to be a gnome that is more dead than alive.

Motivations:
At first glance, there doesn’t seem to be much motivation for Pemta to go on this journey, but she states that she goes along anyways. If asked repeatedly, she’ll give a simple answer of “maybe I can get enough coin to move to another place and actually settle”.
But she has a true motivation, one that she won’t say in fear of shattering her stoic, emotionless facade that adds strength to her aura. The reality is that, since she fled Brevoy, she has been in hiding for years. No enjoyment to be found in Iobaria, and no way to find enjoyment or else risk of House Surtova finding her. She’s had to go dark, and maybe, getting tangled up in a wild adventure is the unexpected salvation.

Because her life, as it is, is utter Hell. And she wants out.

Pemta's Shadow:

N Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +8
Defense
AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
hp 47 (3d8+6)
Fort +10, Ref +11, Will +4
Defensive Abilities incorporeal, channel resistance +4; Immune undead traits
Offense
Speed fly 40 ft. (good)
Melee incorporeal touch +12 (1d6 Strength damage)
Special Attacks create spawn
Statistics
Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
Base Atk +10; CMB +12; CMD 25
Feats Dodge, Skill Focus (Perception)
Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright light); Racial Modifiers +4 Stealth in dim light (–4 in bright light)
Special Abilities
Strength Damage (Su) A shadow’s touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score