Prankster Illusionist

Roudantaimi's page

365 posts. Organized Play character for -Karma-.

Full Name



Gnome Gunslinger 1 / Paladin 5, HP 61/61 | AC 18, Touch 13, FF 16 | Fort: +14 Ref: +10 Will: +9 (+2 fear/illusion) |Perc +6 Darkvision | Init: +4 | CMB: 4 | CMD: 16 | Speed: 20


| Grit: 5/5 LoH: 7/7 Shirt 1/1 Hope 1/1

Gunpowder 25 | Bullets: 3 | Ghost salted: 10 | Cold Iron: 17 | Silver:5 | Adamantine: 5 | Cartridges: 9




S (weight 38 lbs)






Common, Gnome, Sylvan

Strength 8
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 10
Charisma 21

About Roudantaimi

Roudantaimi Kaihomieli Ruusutarhanairut
PFS# 96960-7
Male Gnome Gunslinger (Mysterious stranger) 1 / Paladin (Divine hunter) 5
LG Small Humanoid (Gnome)
Init +4; Senses Darkvision, Perception +6
AC 18, touch 13, flat-footed 16 (+4 armor, +2 Dex, +1 Size +1 Shield)
hp 61 (1d10, +3 Con; 10+6+6+6+6+6 + 6x3 +3x1 FCB)
Fort +14, Ref +10, Will +9
+2 saves against fear and despair effects
+2 saves against illusion spells and effects
Speed 20 ft.
Ranged MW Musket +9 (1d10 x4, 40ft) (+4 deed) MF 1-2(5ft)

Ranged +1 Pistol +10/+5 (1d6+1 x4, 20ft) (+5 deed) MF 1-1(5ft)
Ranged +1 Pistol, PBS +11/+6 (1d6+2 x4, 30ft) (+5 deed) MF 1-1(5ft)
Ranged +1 Pistol, DA +8/+3 (1d6+5 x4, 20ft) (+5 deed) MF 1-1(5ft)
Ranged +1 Pistol, DA, PBS +9/+4 (1d6+6 x4, 30ft) (+5 deed) MF 1-1(5ft)

Melee Club +6 (1d4-1/x2)

Spells (CL 1)
1: Hero's defiance x2, endure elements
Str 8, Dex 14, Con 16, Int 10, Wis 10, Cha 21
Base Atk +6; CMB +4 ; CMD 16
Special Abilities
Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result.
1/day—dancing lights, ghost sound, prestidigitation, and speak with animals
Detect evil at will
Smite evil 2/day (+5 to hit/AC, +5/+10 dmg)
Aura of Good
Divine Grace (CHA to saves)
Lay on hands 7/day (2d6)
Channel Energy (3d6)
Shared Precision (If hit enemy, Precise shot to allies)
Mercy: Fatigued
Divine bond


Point-blank shot
Gunsmithing (bonus)
Precise Shot (bonus)
Deadly Aim
Rapid reload (Pistol)


Dangerously Curious (UMD +1, Class skill)
Excitable (+2 init)


Diplomacy 11 (3+5+3)
Craft (alchemy) 6 (1+0+3+2)
Handle animal 9 (1+5+3)
UMD 15 (6+5+3+1)
Knowledge (Religion) 4 (1+3)
Perception 6 (3+3)
Ride 6 (1+2+3)


Deadeye (Ex)
Gunslinger's dodge (Ex)
Focused Aim (Ex)
Grit: 4


Gold: 27gp 9sp
MW Musket 0 4,5 (starting item)
+1 Pistol 1300 2
Gunslinger's Kit 26 31
Sling 0 0
Club 0 1,5
Dagger 2 1
Armor & Wearables
Buckler 5 2,5
MW chain shirt 250 12,5
Masterwork backpack 4
Waterproof bag
Spring-Loaded Wrist Sheath x2
Weapon cord
Endless Bandolier
Shining Wayfinder
Handy Haversack
Headband of Alluring Charisma +2
First World skis (everything you say, it repeats back in a singalong voice)
Cold weather outfit
Holy symbol (wooden) x5

Bullets, Sling 2,5
Bullets, Firearm (6) 0,5
Bullets, Ghost salted (10) 0,5
Black powder (30) 0
Powder horn 1
Paper Cartridge (14) 0
Paper Cartridge (Adamantine) (2) 0
Adamantine bullet (5)
Silver bullet (5)
Cold Iron bullet (20)

Alchemist Fire x2 2
Holy Weapon balm 1
Wand of CLW (40/50) 1
Wand of Abundant Ammunition 1
Wand of Longstrider 1
Scroll of Mending x4
Vermin repellent 1
Potion of Endure Elements 1

Combat Trainer Gecko
+Exotic military saddle

Endless bandolier
Small pocket #1 Pistol
Small pocket #2 Powder horn
Small pocket #3 Powder horn
Small pocket #4
Large pocket #1 Musket
Large pocket #2

Weight total 54,5
Weight total 45,5 (with just 1 torch)
Weight without packback 23,5

Capacity Light 22.5 lbs. Medium 45 lbs. Heavy 67.5


Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Eternal Hope Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.


One day he just appeared. No one knew where he came from, but there he was sitting on a rock in front of Sir Dramott's home. There he sat and waited unmoving for Sir Dramott to come out. And once the paladin came out of the door, a smile spread on the strangers face. "Be kind, teach me", the stranger said, with earnest look in those bright eyes. Sir Dramott stared at the odd apparition for a moment and then had a hearty chuckle. "Sorry lad, I'm taken for yer interest in our noble duty, but ye really have to go home and grow up a few years", he said to what he took as a little boy. The stranger said nothing, just smiled and stared back, tilting his head a little. And eventually, he left.

But on the next morning, the same repeated. The little stranger was sitting on the same rock, waiting for the paladin.
"Be kind, teach me", the stranger said yet again as Sir Dramott came out. This time, the paladin just walked past him, shaking his head and muttering to himself. Same happened on third morning. And fourth. At this time the other people in Kassen started to take note of this strange exchange. Men, women and children of Kassen came to meet this strange little man, and bravest of them approached the stranger, and asked him many questions. The newcomer greeted them all with a smile, and to their questions he always gave a reply. However, this reply was not always truly an answer. The stranger always managed to avoid telling the villagers where he was from, and how he had come to Kassen. But what the locals did learn, was that stranger wasn't indeed a little human boy, but a gnome with more years behind him than any of the townsfolk around him. And another thing they learned, was that the stranger did have a name, and this name was Roudantaimi.

Rumours started spreading, and reached also the ears of Sir Dramott. So on the sixth morning, when the paladin heard Roudantaimi's daily request, he said:
"Ye'r not an ordinary boy, are ye?"
The question was not met with words, but a head shake.
"And ye would like to learn the Code, and commit yer life to protecting the innocent?"
A nod.
"Well lad, it's not just simple as that. Ye don't choose to be a paladin; The gods choose ye. Ye must have a calling, before ye can start yer training. So pardon me for asking, but why ye wish to be a paladin?"
At this, the gnome's face turns sad, the big eyes reflecting the greatest sorrow. "The world is full of beauty" ,Roudantaimi starts, "but it's so fragile. Like a lily blossom, tender but helpless. Or, what if a rose is savaged before it has ever blossomed!? The world never would learn it's beauty! Such a terrible shame! All art, ideas, in similar way, are in constant danger; the corrupt of the world is just waiting it's chance to ravage all that is beautiful. Someone must stand and protect!!!"
Touched by the words, or the puppy-like stare full of sadness, Sir Dramott sighs. "All right then. I think ye have potential. Come on in, and let's get started."
The paladin has barely finished his sentence, when all the sorrow disappears from Roudantaimi's face, and is replaced with extreme excitement. The gnome jumps up from the rock, and lifts a strange looking handgun on his shoulder. "MAGNIFICENT!!! Thankyouthankyouthankyouthankyou! Youwillnotberegrettingitsir!" the gnome shouts as he sprints towards the paladins house. Sir Dramott, on the other hand, is having serious doubts of his promise.


Like many other gnomes, Roudantaimi could easily be mistaken for a human child, if spied upon from afar. Looking more closely, the large eyes and pointed ears give away the sylvan origin. Roudantaimi has a blond hair surrounding his head, long and spiked. He dresses in neat traveller's clothing, the most notable thing on his person is an ornamental if unpractical-looking musket.

#1: Crypt of Everflame:

Gains: 3XP, 4PP, 1448gp
Used: 6x bullet&powder, alchemists fire
Spending 547 gp 6 sp + 2PP:
MW musket - 300
CLW wand - 2PP
Scroll of Mending x4 50 gp
Alchemist’s fire x2 40gp
Holy weapon balm 30gp
Spring-Loaded Wrist Sheath x2 10
Vermin repellent 5gp
Masterwork backpack 50gp
Bandolieer 0,5gp
Waterproof bag 0,5
Adamantine bullet x5 30,5gp
Silver bullet x5 12,5gp
Bullet x6 0,6gp
Black powder x6 6gp
Paper Cartridge x2 12 gp

#2: Accursed halls:

Gains: 3XP, 4PP, 1448 gp
=>total 2231,3 gp

#3: Forgotten Laboratory:

Gains: 3XP, 4PP, 3121 gp
Combat trained giant gecko 150 gp
-Carrying capacity: light 75, medium 150 heavy 225
Exotic military saddle(?) 60gp 40 lbs
Saddlebags 4gp 8lbs
Weapon blanch ghost salt 200gp
Cold iron bullet x10 2gp
MW buckler 155 gp 2,5 lbs
MW chain shirt 250 gp 12,5 lbs
Weapon cord 0,1gp
20 gunpowder 20gp
10 cold iron bullet 20gp
10 paper cartridge 60gp
2 paper cartridge (adamantine) 72gp
endless bandolier 1500gp
MW pistol 1300gp
Wand of Abundant Ammunition 2PP
Beacon of Good 2PP

=>total 2231,3 + 3121 -3793,1 = 1559,2

#4: 3-01 Frostfur Captives:

Gains: 1XP, 2PP, 1300 gp
Skis 5gp
Cold weather outfit 8gp
Potion of Endure Elements 50gp
Gloves of Reconnaissance 2000 gp
4x Gunpowder 4 gp
Wand of Longstrider 2 PP

#5: 3-21 Temple of Empyreal Enlightenment:

Gains: 1XP, 2PP, 1860 gp

#6: We Be Goblins Free:

Gains: 1XP, 1PP, 1600 gp
+1 enchantment on MW Pistol 2000gp
5x holy symbol 5gp
spiked gauntlet 5gp
Errata: selling Gloves of Reconnaissance at 2000gp

#7: 8-05 Ungrounded but Unbroken:

Gains: 1XP, 2PP, 1917 gp

#8: 9-14 Down the Verdant Path:

Gains: 1XP, 2PP, 1872 gp
. Headband of Alluring Charisma +2 4000gp
. Handy Haversack 2000gp
. Swarmsuit 20gp
. 2x Potion of Touch of the Sea 100gp
. 2x cold iron bullet, 2x powder, 2x paper cartridge 18gp

#9: 0-16 To Scale the Dragon:

Gains: 1XP, 2PP, 1681 gp
. 6x bullet, 6x powder 3x paper cartridge 30gp

Gecko mount, HP 11/11:

Male Giant Gecko animal 2
TN Medium animal
Init +2, Senses low-light vision; Perception +2
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural, )
hp 11 ((2d8)+2)
Fort +4, Ref +5, Will +2

Speed 40 ft. Climb 40 ft.
Melee bite +2 (1d6+1)


Str 12, Dex 15, Con 12, Int 2, Wis 14, Cha 7,
Base Atk +1; CMB +2; CMD 14
SQ expert climber, low-light vision,
Combat Gear
Other Gear bite, 0.0 gp
Expert Climber (Ex) A gecko's feet allow it to climb virtually any surface, no matter how slick or sheer. In effect, geckos are treated as constantly being under a natural version of the spell spider climb.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.