Gnome

Razwin Gillywhomper's page

15 posts. Alias of Professional Calvinball.


Full Name

Razwin Gillywhomper

Race

Gnome

Classes/Levels

Vigilante (Psychometrist) 4

Gender

Male

Size

Small

Alignment

CG

Languages

Common, Sylvan, Aklo, Elven, Gnome, Dwarven, Halfling

Strength 12
Dexterity 19
Constitution 12
Intelligence 14
Wisdom 10
Charisma 10

About Razwin Gillywhomper

https://www.myth-weavers.com/sheet.html#id=1204485

Crunch:

Male Gnome Vigilante (Psychometrist) 4
CG (Social)/CN (Vigilante) Small humanoid (gnome)
Init +4; Senses low-light vision; Perception +9
--------------------
Defense
--------------------

AC 15, touch 15, flat-footed 11 (+4 Dex, +1 Size)
hp 28 (4d8+1/level Con+1/level favored)
Fort +2, Ref +8, Will +6; +2 vs. Illusion
--------------------
Offense
--------------------

Speed 20 ft.
Unarmed Strike +9 (1d2+3/18-20) or Unarmed Strike +7/+7
Other weapons to follow as acquired
--------------------
Statistics
--------------------

Str 12, Dex 19, Con 12, Int 14, Wis 10, Cha 10
Base Atk +4; CMB +4; CMD 18
Feats: Weapon Finesse (via Lethal Grace), Psychic Sensitivity (via archetype), Breadth of Experience, Two Weapon Fighting
Traits: Student of Philosophy
Skills Acrobatics +8, Appraise +7, Bluff +5 (+9 to convince others a lie is true), Climb +5, Craft (Alchemy) +9, Diplomacy +8 (+12 to persuade others), Disable Device +9, Disguise +5 (+25 for dual identity), Escape Artist +8, Fly +4, Intimidate +4 (+8 if in reknown area as Fade), Knowledge (Arcana) +6, K (Dungeoneering) +4, K (Engineering) +5, K (Geography) +5, K (History) + 8, K (Local) +8, K (Nature) +4, K (Nobility) +5, K (Planes) +4, K (Religion) +4, Linguistics +4, Perception +9, Profession (Merchant) +8, Ride +8, Sense Motive +4, Sleight of Hand +8, Stealth +11, Survival +4, Swim +5, Use Magic Device +4
Languages Common, Dwarven, Elven, Gnome, Halfling, Sylvan, Aklo
--------------------
Special Abilities
--------------------

Object Reading: At 2nd level, an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock (see page 196), but doesn’t require a skill check and can be used at will.

Legacy Weapon (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.

Renown (Ex): The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village, if using settlement population ranges). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person’s initial attitude would have at least been indifferent (see the Diplomacy skill description). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level. A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that’s one category worse, rather than one category better.

Lethal Grace (Ex): The vigilante combines strength and speed into incredibly deadly attacks. He gains Weapon Finesse as a bonus feat, and if he already has the Weapon Finesse feat, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Finesse. When using Weapon Finesse to make a melee attack using his Dexterity bonus on attack rolls and his Strength bonus on damage rolls, he also adds half his vigilante level on damage rolls. This bonus damage is not reduced or increased if the vigilante is wielding a weapon two-handed or in an off-hand.

--------------------
Gear
--------------------
3000g stored in a safehouse
A razor sharp wit?

Fluff and Flavor:

Why you are a thief?
It keeps me alive.

No, really.

I’ve begun to Bleach. Every day I stave off complacency. I sharpen my curiosity like a mercenary sharpens his blade. Without the thrill of the heist, I am certain I would be no more than a faded shell, mind half-consumed by the First World.

Your favorite past exploit/crime
Lord Trungeon’s manor. Under lock and key, through guards, golems, and traps, he had a safe that was meant to stay away from prying eyes. It took me seven hours to break in, evade the obstacles in my way, and break the damn thing open. In it was a locket that he had been given by his true love on her deathbed.

He kept his gold in a sack under his bed.

That is the most fascinating part of being a thief. You get to see the secrets that people bury away from society.

How did you get caught and locked up in the Black Whale?
Betrayed. I was on a job with Jarrett Stone. The plan was for me to be a distraction for the guards while he snuck in and grabbed a fairly expensive magical orb. He was to meet up with me after the acquisition at a safe house. Instead he directed the guard to where I was hiding, and was given a fine reward for his aid in my capture. According to the guards, I hid the orb away somewhere, and am simply refusing to give up its location. I’m fairly certain Jarrett knows exactly where it is, and has likely made a pretty penny fencing it.[/b]

What is a crime you've always wanted to commit?
Ha! Honestly? I’ve been told it’s impossible, and likely it is. But that only makes me want it evermore.

I want to steal the Starstone.

More realistic? Perhaps to take something from a priest of Norgorber. I’d love to see the secrets their ilk keeps.

Three other NPCs

1. Jarrett Stone: A shifty Halfling who I used to run with. I thought him to be trustworthy until our last job together. Now the only thing I trust about him is that I will make him beg for mercy before I end his life. He knows me only by my heist name, Fade, and does not know my true name.

2. Esmund Nightshade: A travelling half-elf detective that follows Desna, though he often returns to Absalom. He’s a half-wit. No, saying he has half a wit is giving him too much credit. He’s an insufferable fool, and it’s clear why he follows a goddess of dreams: he’s an absolute bore to be around. I’ve met him as Razwin several times, and each time it is a struggle to stay awake as he prattles on. And yet somehow he’s one of the best detectives I’ve ever seen. He’s not clever, he’s just lucky; always in the right place at the right time to foil months of planning a heist. He does not know that I am Fade, although he may suspect.

3. Lady Penumbra: On one of my more unlucky runs, I hid in entirely the wrong alleyway, and had my shadow stolen by a fey creature who simply called herself Lady Penumbra. A different kind of thief, I suppose. I bargained it back in exchange for a merchant’s hat, a horse’s shoe, and three favors to be named later. She has yet to call on me.