Danse Macabre

Tenzekila Brushketel's page

66 posts. Alias of Kobold Catgirl.


Full Name

Tenzekil Brushketel

Race

Goblin

Classes/Levels

Ranger 1

Gender

Female

Size

Small

Age

11

Alignment

Chaotic Good

Deity

Calistria

Languages

Goblin, Gnome, Common

Strength 6
Dexterity 20
Constitution 8
Intelligence 14
Wisdom 8
Charisma 10

About Tenzekila Brushketel

Backstory:
Tenzekila, or Tenze, is an enigma. Her mother was a typical goblin, captured on a raid. The only difference was that she was pregnant when it happened, willing to risk her child's life for the sake of burning houses and killing dogs. She gave birth while captured, dying in the process. It was suggested that the baby be put to death, but a gnome scoundrel by the name of Tenzekil Brushketel offered to take her, and raise her as his own. At first, thinking the baby was a boy, he named it after himself, only later realizing his error. Thus, he renamed her 'Tenzekila' not wanting to confuse her too much.
The gnome fencer taught her all her knew, and so Tenzekila was raised to be a highly skilled fencer, and to believe that goblins weren't really any different from gnomes. Unfortunately, the other villagers were less kind, and on the day she became a woman, they drove her from their town.
Ever since, Tenze has hidden her heritage under a hood and makeup. Her secret desire is to be a gnome, secret mainly because nobody knows she isn't one. sadly, she has not yet found magic strong enough for the task, so it remains an unlikely option. She moved to Cheliax, hoping to find powerful mages there, but instead found a downtrodden city, Westcrown. Her priorities changed.
Now, she is a hunter, searching for the creatures that terrorize the city. She has not found one yet, but she knows a lot about fiends now. She'll find them eventually. Or they'll find her.

Personality & Appearance:
Tenzekila, or Tenze, keeps her hood over her face at all times. Under the hood, she has a very wide head, with large, pointed ears, and almost unnaturally pale skin. Her eyes, pitch black, are very small for a gnomes, though her smile is just as wide as any other. Her hair is frizzy and dyed green, and she always walks with a spring in her step. She is cheerful and friendly, though she has a healthy dislike of fiends and those who summon them.

Ranger Abilities:
Favored Enemy: Gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks, and on attack and damage rolls against outsiders with the evil subtype. May also make Knowledge checks untrained when attempting to identify such creatures.
Track: +1/2 level (1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex): Able to improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.


Goblin Abilities:
Fast: Base speed of 30 feet.
Darkvision: Can see in the dark up to 60 feet.
Skilled: +4 racial bonus on Ride and Stealth checks.

Skills:
Skills marked with a italics are not trained.
Acrobatics +7
Bluff +4
Climb +1
Craft (none)+5
Disguise +4 (+6 with disguise kit)
Handle Animal +3
Heal +2
Intimidate +3
Knowledge (Geography)+5
Knowledge (Dungeoneering)+5
Knowledge (Nature)+5
Perception +2
Profession (none)+2
Ride +12
Sense Motive +4
Spellcraft +5
Stealth +20
Survival +2
Swim +1

Feats:
Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Equipment:
Gold: 80
Gear: Disguise kit (+2 to Disguise when used, 10 uses left, 2 lb.)
Weapons: Holy Water (Ranged touch attack 10 ft, +6, 2d4 +1 with 5 ft. vs. undead/evil outsiders, 1 lb.), Tanglefoot bag (Ranged touch attack 10 ft, +6, entangles for 2d4 rounds, Ref save DC 15 or be glued to floor, break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon, or by applying universal solvent, 1 lb.), Silver Sept-Hilt Rapier* (Light Melee Silver, Piercing +6, 1d4-2, 18-20/x2, 1 lb.).
Armor: Padded (+1 AC, 5 lb.)
Shield: None
Clothing: Traveler's outfit (2 lb.)
*Swept-Hilt Rapier: The swept-hilt rapier has a complex guard made up of heavy wire forming a swirl-patterned basket. These wires are neither simply decorative nor just protection for the hand. They are specifically designed to entrap an opponent’s blade. When using a swept-hilt rapier, you get a +2 bonus on attempts to bind or disarm an enemy wielding a one-handed sword, rapier, scimitar or a similar bladed weapon. Price: 50 gp

Traits:
Fencer: +1 trait bonus on
attacks of opportunity made with daggers, swords, and
similar bladed weapons.
Conspiracy Hunter (Sense Motive): +1 trait bonus on Sense Motive and it is a class skill.

Combat:
Initiative: +5
Hit Points: 9
Melee Bonus: -1
Ranged Bonus/Melee Bonus With Light Weapon): +6
Armor Class: 17
Flat-footed: 12
Touch: 16