Svirfneblin

Hrimnagel Avaldamon's page

837 posts. Alias of Jubal Breakbottle.


About Hrimnagel Avaldamon

APPEARANCE:
You see an average size, bald gnome with a stark white beard and slate gray skin. His clothes are voluminous for his stature and in various shades of dark gray. He wears a full backpack, shortbow, quiver, two shortswods, and a dagger.
Age 49 Height 3-ft, 5-in Weight 40 lb.
Hair White Eyes gray
BACKGROUND:
Several decades ago, Hrimnagel was born into the Avaldamon family, the youngest brother of three. His parents live above and run the family business, The Grimoirie, the largest and most famous bookstore in the large, hidden city of Dwimovel and arguably in the whole Darklands’ layer of Sekamina. Hrimnagel’s grandfather Thialfi started the business centuries ago after retiring from exploration with a passion for the written word. He began relatively wealthy and has maintained it, less because of the business of buying and selling scrolls and books, and more due to the buying and selling of information that accompanied the buyers and sellers to his establishment. A century ago, Thialfi was elected Hetman of the Skarphedin cavern to join the Hetmana Council and left the business to his son Svaldi and daughter-in-law Arshild. Hrimnagel’s childhood was formed by his grandfather and immediate family.

Hrimnagel grew up fighting with his two older brothers for his share of resources and attention. They were always bigger and stronger, so he had to be quicker, tougher, and smarter. Now this competition was never over important things, because the Avaldamon family employed servants. However, these battles toughened him and taught him to leverage other’s weaknesses. While his parents did not condone what happened, neither did they stop it. Svaldi wanted tough kids who could be fighters, while Arshild focused on how the boys behaved with other adults outside the family.

At an early age, the boys spent time with their grandfather. Only Hrimnagel enjoyed it. He would quietly draw or play with his small toys, but his real attention was on how his grandfather interacted with the people that he met. He could have learned lessons of diplomacy and negotiation, but he instead imagined all of his grandfather’s adventures away from Dwimovel beyond Sekamina and even the Darklands. When Hrimnagel began to explore reading, he devoured books in his native Gnomish, the local trade language (Undercommon), and the exotic language of the surface (Common). He discovered two important things in his life through his passion of reading: the Pathfinder Society and Maeva. The former, he stumbled upon trying to categorize a new Pathfinder journal that his father had acquired. Besides that one, he found several others scattered in the store describing an awesome organization of explorers based from the largest surface city of Absalom. He began to dream of running away to join this society. His dreams collected and copied maps to Absalom from Dwimovel and every story that he could find about the journey. The latter, he literally stumbled into Maeva at the bookstore. Both were deep in concentration and shared a passion for reading. They became fast friends, because they were too young to want anything more.

A decade rolled, and Hrimnagel enjoyed the best education in the cavern and continued to find trouble to rebel against his familial privileges. He and his best friend Konal would try to outdo their older brothers. One of their favorite activities took them further and further into the labyrinths protecting Dwimovel. Meanwhile, the relationship with Maeva blossomed into more occupying the rest of the time that Hrimnagel was not with Konal. Occasionally, the three would dare the labyrinths together. His first tragedy was one such sortie. They did not plan to go far but just into a less traveled area. There was a cavern of purple, luminescent flowers that interested Maeva. It took a few seconds of walking for Hrimnagel and Konal to notice that Maeva had been snatched by a choker. She was already turning blue; the choker carried her high into a deep crevasse above their path. They screamed and threw magic stones, summoning allies and enemies from miles of echoing tunnels. They tried to climb, but it was too steep. They shaped the wall for climbing features but could reach the height. They watched her die. Maeva was partially devoured when the rescue team arrived and killed the choker. The boys were wrecks.

Everyone but Konal blamed Hrimnagel for Maeva’s death, including himself. His relationships with his friends and family deteriorated into shouting matches or uncomfortable silences. Several months later when Hrimnagel was on the verge of suicide, his grandfather hinted in his gentle obfuscating manner that it was tragedy that pushed himself to explore beyond Dwimovel and now only a few are alive to remember it. The words transformed his despair into determination. Hrimnagel found his old Pathfinder journals, stories, and maps and began to plan with Konal to leave. They performed an amateur ritual to accept Count Ranalc, the divine patron of fey exiles, as their protector. They left Dwimovel two weeks later without any goodbyes.

The two traveled for weeks quietly and through infrequently used tunnels before starting their ascent along the Endless Gulf. Up and up they traveled continuing to live on edible fungus and vermin. Unfortunately, they were spotted by flying scouts from the Court of Ether. Redcaps mounted on domesticated stirges began dogging the two deep gnomes. For a week, they chased. Hrimnagel’s second tragedy occurred when Konal slipped. They were running. Hrimnagel managed to grab him, but Konal knew if they would both survive, they would become prisoners of Queen Frilogarma or worse. Konal let go. Hrimnagel watched his best friend fall into the abyss.

Hrimnagel escaped through Nar-Voth and into Andoran. He traveled at night and slept during the day unwanting to accept his best friend’s sacrifice and death. After a stowing away on a merchant ship, he made his way to Absalom. He lived on the mean streets for several months taking some odd jobs with the underworld waiting for his Pathfinder application to be received.

PERSONALITY:
A modern diagnosis of Hrimnagel would be post-traumatic stress disorder. He is emotionally numb, so he comes across as antiseptic professional. However, he wants to rebuild his relationships and find his passion in adventure.

Character Name: Hrimnagel Avaldamon
Ancestry: Gnome Heritage: Umbral Background: Magical Misfit
Class: Rogue Deity: Count Renalc

Alignment: Neutral Size: Small Traits: Gnome, Humanoid
Perception (E) +6 Senses: Darkvision
Languages: Common, Gnomish, Sylvan, Undercommon, Aklo

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AC 17, Fortitude (T) [+5], Reflex (T) [+9], Will (E) [+6]
Resistances & Immunities: -
HP 18
Class DC 17 (T)

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Speed: 25 ft.
Space: 5 ft., Reach 5 ft.
Melee: Shortsword (Agile, finesse, versatile S) +7 (Sword, 1d6+4 P)
Melee: Main-gauche (Agile, disarm, finesse, parry, versatile S) +7 (Knife, 1d4+4 P)
Ranged: Shortbow (Ranged 60 ft., Deadly d10) +7 (Bow, 1d6+4 P)

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Str: 8 Dex: 18 Con: 14 Int: 14 Wis: 12 Cha: 12

Skills
• Acrobatics (T) +7
• Arcana (T) +4
• Athletics (T) +2
• Crafting (U) +2
• Deception (T) +4
• Diplomacy (U) +1
• Intimidation (U) +1
• Lore: Underworld (T) +5
• Medicine (U) +1
• Nature (T) +3
• Occultism (T) +4
• Performance (U) +1
• Religion (T) +4
• Society (T) +5
• Stealth (T) +7
• Survival (U) +1
• Thievery (T) +7

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Ancestry Feats & Abilities
Heritage: Umbral Gnome
Whether from a connection to dark or shadowy fey, from the underground deep gnomes also known as svirfneblin, or another source, you can see in complete darkness. You gain darkvision.

Ancestry Feat: First World Magic
Your connection to the First World grants you a primal innate spell, much like those of the fey. Choose one cantrip from the primal spell list. You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

Skill Feats
Assurance: Stealth
Prerequisites trained in at least one skill
Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).

Trick Magic Item
You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it.

Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation).

If you activate a magic item that requires a spell attack roll or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus, and if you’re legendary, you instead use the expert proficiency bonus.

Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it.
Failure You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns.
Critical Failure You can’t use the item, and you can’t try to trick it again until your next daily preparations.

Class Feats & Abilities:
Nimble Dodge
Requirements You are not encumbered.
Trigger A creature targets you with an attack and you can see the attacker. You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.

Mastermind Racket
Where others might use sleight of hand or a silver tongue to achieve their objectives, you rely on your intellect to craft intricate schemes. You likely view your operations as a chess game, always planning 10 steps ahead where others might plan three. You might be a detective determined to solve crimes or a spymaster in the service of a powerful family or nation. If you operate outside the law, you might be an aspiring crime lord or information broker, excellent at directing others toward suitable jobs. If you successfully identify a creature using Recall Knowledge, that creature is flat-footed against your attacks until the start of your next turn; if you critically succeed, it's flat-footed against your attacks for 1 minute. You're trained in Society and one of the following skills of your choice: Arcana, Nature, Occultism, or Religion. You can choose Intelligence as your key ability score.

Sneak Attack
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.

General Feats:

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Primal Innate Spells:
Cantrips Detect Magic 2 actions, VS, 30 ft

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Equipment:
Armor
• Explorer's Clothing (L) 1 sp

Weapons
• (2) Shortswords (L) 9 sp, 1.8 gp
• Main-gauche (L) 5 sp
• Shortbow (1 bulk) 3 gp
• Arrows (10) (L) 1 sp

Gear
• (3) Sheathes (-) 1 cp, 3 cp
• Thieves' Tools (L) 3 gp
• Backpack (-) 1 sp
-- Bedroll (L) 1 cp
-- Belt pouch (-) 4 cp
-- Climbing Kit (1 bulk) 5 sp
-- Flint and steel (-) 5 cp
-- Rations (1 week) (L) 4 sp
-- Scroll Case (-) 2 sp
-- (2) Replacement picks (-) 3 sp, 6 sp
-- Waterskin (L) 5 cp

Total:
• Cost: 10 gp, 2 sp, 1 cp
• Coins: 4 gp, 7 sp, 9 cp
• Bulk: 2 bulk, 8 L

(carrying a total of 4 Bulk / 5 Bulk. If not exceeded, not considered encumbered.)