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About Scrimble SilktongueExperience:
Ranged +2 (BAB 0 + Dex 1 + Size 1), +3 <30ft
Special Attacks -------
1/day—dancing lights, ghost sound, prestidigitation, and speak with animals
Feats:
Point-Blank Shot - You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Skills:
(8 + Int 2 + Favored 1):
Acrobatics (Dex) 1 (Dex 1)
Languages:
Common, Gnome, Sylvan, Draconic, Elven, Giant (2 extra for Int + 1 for Linguistics point) SQ Familiar: At 1st level, a carnivalist gains a familiar as a wizard of equal level. Levels in a class that grants a familiar stack with carnivalist levels for determining the familiar's abilities. Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Drawback:
:
Mark of Slavery: Whenever you fail a skill check, you take a –2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is a part of retrying the failed skill check. Campaign Trait:
Bastard: You take a –1 penalty on all Charisma-based skill checks made when dealing with members of nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.) Traits:
Resilient: You gain a +1 trait bonus on Fortitude saves. Excitable (Gnome): You gain a +2 trait bonus on all Initiative checks. Racial Traits:
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. Small: Gnomes are Small creatures and 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. Slow Speed: Gnomes have a base speed of 20 feet. Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Additional Rules. Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma 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. Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
Familiar (Valet Archetype):
:
CAPYBARA CR 1/4
SPECIAL ABILITIES
Description:
The vibrantly orange hair sticking out from underneath Scrimble’s green wide-brimmed hat clashes garishly with the comparatively muted light blue of his skin. His clothes, comprising a rainbow of colors having been seemingly thrown together, fit poorly as if designed for a body much larger than himself. His large eyes are a dark purple, one of which is constantly hidden behind a bright yellow eye-patch (which eye is covered varies, as he’s fond of switching it back and forth). Personality:
Scrimble is ambitious, and is not afraid to lie, cheat, or steal if it will further his goals. Having grown up as a slave under a cruel master, he has a tendency to disregard the wishes of most authority figures under the assumption that they’re all just like his previous master. Despite this blatant disrespect for authority, he’s loyal to a fault for anybody with whom he feels the pull of kinship and shared experience. His natural talent at taming and training animals led to his previous master forcing him to care for (and perform with) a variety of (generally) dangerous creatures.
[Ambition] – Scrimble’s goal is to seek a new life, attaining wealth, fame, and power by starting his own circus.
Background:
Scrimble’s mother (a gnome prostitute) led him to believe that he was the illegitimate child of an unknown member of House Jeggare… until the Jeggare’s found out about the “gnomish whore’s son” who was attempting to use their name and sold him into slavery (the fate of his mother is unknown, but probably not pleasant). His value as a young, gnomish slave saw that he exchanged hands a number of times, before finally landing in the “care” of Paul Tiberius Barnabus, the owner and operator of P.T. Barnabus & Stanley Circus. The little gnome found escape from the harsh reality of slavery that was his life under the big top, and quickly grew close with his fellow performers and the caged animals. Once his natural talent and ability to bond with the circus animals was brought to the attention of Barnabus, his career (as it were) as a circus performer was assured.
Until one day, he overheard Barnabus discussing an invitation he had received to the Stolen Lands. Seizing this opportunity, Scrimble forged himself a copy of the invitation, gathered some of his closest friends; a monkey named “Frederick”, a squirrel named “Lucy”, and a Capybara by the name of “Winston”); stole a small bag of gold from Barnabus, and made for the Guildhall hoping to be well on his way to the Stolen Lands and his new life before Barnabus gets around to accepting the invitation himself. Starting Equipment:
Equipment: Shortbow (30g), Chainshirt 100g (+Armor Spikes 50g), Sap (1g), Arrows (40) 2g, Arrows (Whistling) (20) 2g, Rogue’s Kit 50g, Squirrel (Trained) 1g, Monkey (Trained) 4g (Unmarked, so I just made it cost everything that was left), Total: 240 Animal Tricks:
Trained Squirrel: Servant (Deliver, Exclusive, Serve), Attack, Maneuver (Steal), Bury
Trained Monkey: Entertaining (Come, Fetch, Heel, Entertain, Stay), Exclusive Capybara: Familiar |