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About Phynn.
Bombs: Used: Stats:
8 Str -1 15 Dex +2 10 Con +0 14 Int +2 14 Wis +2 6 Cha -2 ========== Fort +4 = 2(base) +(Con)0 (+2 racial) Ref +6 = 2(base) +(Dex)2 (+2 racial) Will +4 = 0(base) +(Wis)2 (+2 racial) ========== hp 8 ========== Init +2 = +2(Dex) BAB -1 Melee -1
CMB -1 CMD AC n - = 10 +(Armour)+(Size)1+(Dex)2+2(race) t - ff - Feats:
Traits Highlander (Stealth=c/s+1 +2hills) Feats
Skills:
Total = Ranks + Stat + CS + Misc
8 Perc =1 +2Wis +3+2(racial)
Acrob = +2Dex
K (Arc) = +2Int +3
Ling = +2Int +
9 C.(Alchemy) =1 +2Int +3+2(racial)+level C.(Armour) = +2Int +3
Abilities:
==========
SR 12
Discoveries:
========== FAMILIAR: ========== Languages .Common
Formulae:
Ready 1.
========== Known
Gear:
Armour Weapons Dagger Sling-10 Blowgun-10 Belt
Other Magic Items: Potions: ========== GEAR MUNDANEGEAR: ALCHEMICALGEAR: SPECIAL: TRADEGOODS: Total Weight: lbs
gp sp
Other Personal:
Phynn Svirfneblin
Grey eyes
small silver sleepers (ears) Clothing: (general) sturdy boots, dark pants or long skirt, dark top, leather gloves, red bandana. (colder weather) Warm top and pants, warm gloves, fur-lined greatcoat, oiled poncho and cap. haematite shard on cord around neck. deity: Shelyn; Brigh Background Overview: Phynn looks down upon the corpse of a guard. She feels no emotion; in her line of work, there's little room for it. Raising her head, she sees his fellow guardsmen, villagers and neighbours. Most, like him, lie dead; others cry out in pain whilst yet others wander aimlessly, broken survivors of the raid. Buildings burn, sending choking smoke across the ground. Victorious soldiers dash here and there, doing the things that victorious soldiers do. Injured or panicked animals cause chaos. Phynn catches sight of her father. He's in talks with a human. A small chest exchanges hands, payment for their work here. With a handshake, they part. "Come on, girl, this aint a place for you." he says, approaching. The pair of them board their little cart and head for the town gate. They pass a group of soldiers and, without stopping, Phynn's father drops four pouches of gold at their feet. Once done, he throws his hand up and offers them a friendly mock salute, before urging their mule into a trot. "Any time, Terel." one of them shouts, a grin on his face. He stoops, collects the sacks and gives one to each of his men. The little cart heads off towards its next job. ----------------------------------------------------------------- It used to be different. Before the war, their business was in dams, aqueducts, wells, mines and other civil projects. Sometimes, they'd advise on security, but that was mainly to keep out wild animals or occasional groups of brigands or barbarians. Now, they were paid to build fortresses, ramparts and trenches. Now, they were paid to destroy fortresses, ramparts and trenches. Phynn is unique in that she was the only girl ever allowed into the Academy. She was initially rejected, of course. It had never even been considered before: a woman's place is looking after the home. Phynn didn't want that; she wanted to enter the family business, to do what her father - and his father before that - did. Tradition wasn't going to stop her, so when she wasn't learning how to cook and to sew, she'd be in her father's laboratory, mixing chemicals, creating potions or poring over engineering textbooks. For his part, Phynn's father did everything he could to encourage her. Initially, he thought that she'd grow out of it or get bored, so he humoured her. He soon realised, however, that she had a gift; she did things that it'd taken him years to learn. It was his idea to have Phynn apply to the Academy. Despite his repeated insistence that she would be an asset to the school, she was time-and-again refused. He was a gnome, however, and, along with an affinity with all things mechanical and alchemical, came stubborness and tenacity. He set the Academy a challenge: Phynn against any number of the current students in a competition of their design. If Phynn lost, she'd never enter a laboratory again. It goes without saying that the girl won. She duly enrolled at the Academy and, years later, passed out with honours, gaining many an admirer as she did so. Terel became Terel & Phynn and the business grew and more and more did they venture to the surface, to work for the 'tall races'. Slowly, Phynn's knowledge of engineering surpassed that of her fathers, although Terel was the better alchemist. Then the war started and it didn't take too long before a representative of the allied army, having heard of the pair's reputation, came calling. The Svirfneblin - or Deep Gnomes - got their name by fleeing underground when they were last threatened with annihilation. It worked then but it didn't take them long to be convinced that there would be no escaping this new menace; hiding in the depths wouldn't save them this time. That was all the motivation they needed. Demeanour: Phynn is a serious girl, especially when it comes to her work, although her sense of humour does come to the surface occasionally, especially when with friends. She's cautious but not a coward. She's never happier than when solving problems of any kind and takes a great pride in everything she does. Her skin is dark grey and reflects little light; her hair, the colour of coal, is tied in a braided topknot than runs to her lower back, and like coal, seems to absorb any light that falls upon it.
A life underground is a tough one, with all manner of dangers in the shadows, and Phynn never seems to relax; she is constantly moving, constantly on guard.
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