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Tilly Dulamandy's page

4 posts. Alias of derpdidruid.


About Tilly Dulamandy

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Race Magical linguist Gnome
Gender Female
Age 78
Alignment Neutral Good
Class Gestalt: Flying blade swashbuckler/Nature oracle
Init +6 ; Senses Perception +0, Darkvision 60ft
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DEFENSE
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AC +25, touch +18, flat-footed +19
Hp 44
Fort +4, Ref +6, Will +4
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OFFENSE
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Speed 20
Melee Starknife +11 1d3+11
Ranged Starknife +11 1d3+11
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STATISTICS
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Str 10, Dex 14, Con 16, Int 10, Wis 10, Cha 20
Base Atk +4 CMB +3; CMD 20
Feats Precise shot, Desna's shooting star, Weapon focus (Daggers)
Traits Excitable, Power of suggestion
Drawback Forgetful
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SKILLS
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Skills Diplomacy +12, Bluff +12, Linguistics +4, Spellcraft +7
Backround skills Handle animal +12, Perform +12
Languages Common, Gnome, Sylvian, Goblin, Tian, Giant, Aklo
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SPECIAL ABILITIES
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Curse: Abolith Your mind is marked by aboleth tampering, either as a result of a close encounter with one of these creatures while you were a child, or even through an ancestor, close family member, or one of your sisters or brothers in faith—this associate’s interaction with the aboleths may be all that it takes to infect you. You take a –2 penalty on saving throws against mind-affecting effects and add charm person and hypnotism to your list of 1st-level oracle spells known. At 5th level, add minor image to your list of 2nd-level oracle spells known. At 10th level, add modify memory to your list of 4th-level oracle spells known. At 15th level, add veil to your list of 6th-level oracle spells known.

Mystery: Nature

Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.

Nature's Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.
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SQ
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SQ:

Magical linguist: Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome’s level.

Panach Grit, Luck, and Panache
Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, luck, and panache, they pool the resources together into a combined pool. (Those who use panache and luck gain twice their Charisma bonus in their pool.) For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit or panache points, and vice versa.

A luck user does not count as a grit or panache user to satisfy feat prerequisites. Swashbuckler levels stack with gunslinger levels for the purpose of satisfying Signature Deed’s level requirement.

More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Subtle Throw (Ex): At 1st level, a flying blade can spend 1 panache point as part of a ranged attack with a dagger or starknife to make it without provoking attacks of opportunity. At 6th level, as a swift action she can spend 1 panache point to make all of her ranged attacks with daggers or starknives without provoking attacks of opportunity until the start of her next turn. This deed replaces dodging panache.

Disrupting Counter (Ex): At 3rd level, when an opponent makes a melee attack against her, she can spend 1 panache point to make an attack of opportunity against the attacking foe. This attack of opportunity can be made with either a dagger or a starknife. If the attack hits, the opponent takes a –4 penalty on all attack rolls until the end of its turn. This deed replaces kip-up.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.

Precise Throw (Ex): At 3rd level, as long as she has at least 1 panache point, a flying blade can use her precise strike with a thrown dagger or starknife as long as the target is within 60 feet of her, and she increases the range increment of these weapons by 5 feet. She can spend 1 panache point when she throws a dagger or a starknife to ignore all range increment penalties with that ranged attack. This deed replaces menacing swordplay.

Charmed life (Ex): At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).

Nimble (Ex): At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).


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EQUIPMENT AND GOLD
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On person: +1 ring of protection, +1 buckler, +1 chain shirt, +1 Starknife, 4x starknife
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APPEARANCE
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Height 3'3
Weight 30lb
Eye Color Green
Hair Color Blue
Deity Desna
Favorite color White
Favorite meal Chowder
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BACKSTORY
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Backstory:
Born and raised on the drifting city of Gogpodda,
Tilly only had scant interaction with non-gnomes. This causing her to be a bit stranger than even her brethren, as her lack of contact with anyone but gnomes had amplified her traditionally gnomish traits. She loves pranks to a fault, is easily exited and jumps from one task to another with little to no regard for the unfinished work.

Her parents, Quilla and Tararnin, often didn't keep good track of her.
This lead her to spending a lot of time in the company of gnomes that got her interested in far too many things to count. She would go from shop to shop, essentially apprenticing at twelve places at once. She learned little from this time however, because despite her legitimate interest in all the subjects the shop owners taught her. She would often get distracted or leave without finishing her work, in turn she didn't really learn anything from her time in Gogpodda.

So, a little after she turned seventy five, she took up residence in the town of sandpoint after an accident that took her away from Gogpodda. Using it as a hub, as she quickly took to adventuring and traveling. The only real trauma she experienced, and likely the event that caused her to never return to Gogpodda was her interaction with what she came to discover was a dying Abolith. In her sixties she had fallen off the edge of the city while running a dock errand, she lost the city and was left floating in the steaming sea. The last thing she remembers was being on her second day of floating before being pulled under, hearing a voice in her mind and then waking up on the shore of Sandpoint with an intense fear of the ocean. Causing her to never try to get back to her home, only letting her family know her whereabouts with a letter.

The voice she heard in her head she later learned had said "You and I are now one. I will live on through you. Endure it, scum." Ever since she discovered this she's always felt as if she could feel another presence when alone. As if another set of eyes where behind her own.