Gnome

Trig Fanabarellalisa's page

101 posts. Alias of Knight of Rust.


Full Name

Trig Fanabarellalisa

Race

Female Gnome Shaman 2 |

Classes/Levels

HP: 17/21 | AC: 15, Touch: 11, Flat-Footed: 15 | CMB: -2, CMD: 8 | F: +2, R: +0, W: +6 | Init: +0 | Perc: +9 (+11 w/Cal) [Low-Light Vision]| Active Effects: none

Location

Sandpoint

Strength 9
Dexterity 10
Constitution 14
Intelligence 12
Wisdom 16
Charisma 16

About Trig Fanabarellalisa

Familiar - Cal the Cockroach

Appearance:
Trig Fanabarellalisa is short even by gnome standards, barely cresting 3 feet tall. Her face is marred by worry lines due to a permanently settled scowl. Hair, the color of a dull lavender, hangs almost to the ground behind her with a solid white streak on the left side. When she casts spells, her eyes and hair shimmer in the white, and her teeth are impeccably clean.

Although rarely seen, Trig is never without her spirit animal: a cockroach. Cal often hides inside of Trig's armor, hair, and clothing, and stays out of sight.

Personality:
Trig is a worrywort and an introvert. She can often be seen talking to herself, or at least it seems to other people; in truth she is talking to Cal, her spirit animal. Often times she is grumpy, especially to those she hasn't gotten to know or is outside of the family. Trig has learned how to fake politeness quite well, and often had to lie to get other members of her family out of trouble.

Background:
The Sczarni picked up Trig not long after she entered adulthood in Magnimar. Being raised as a Varisian despite being a Gnome, she had vouched for Sczarni after Sczarni to city guards and sheriffs when questioned as a witness if only so the questions would stop sooner rather than later. One of these families had noted her unwillingness to talk and brought her in. She had refused, of course, but they seemed willing to repay the favor and all she wanted was some peace. Working with them, it turned out she had a knack for not only talking to people, but as a healer, and they turned to her when they had minor injuries.

One night, a Sczarni came to her. He had injuries too dire for her to tend to, and she was about to send him away to the nearby church. Trig turned her back to him and saw it. A cockroach in her sterile equipment! Her perpetual scowl deepened until she noted that it was strange. It didn't scurry away as she approached, and it did nothing but stare. Slowly, she reached out towards it, uncomprehending. It crawled onto her finger and traveled up her arm. Understanding flooded her mind, flowed through her body. Her unwillingness to kill the strange insect sealed a pact and she found that she was not unwilling in that. Turning around, she said a few words and touched the Sczarni's back. His wounds stitched themselves back together under her hand. Elated, he ran off to tell the others, and after a moment of stunned silence at her newfound abilities, the sounds of combat came from the front of the house.

The city guards were at the Sczarni's doorstep. Perhaps someone had finally gone too far. Perhaps they were just tired of the thieves in their city. Knowing that Sandpoint wasn't too far away, she decided to go for the closest family she could get in with, one run by Jubrayl Vhiski. She hitched a ride, taking her new companion, the cockroach named Cal, to Sandpoint to set up shop.

Build:
Trig is mostly designed to heal and buff, taking damage for the team with (future) Life Link and Shield Other. She is also meant to do the talking thanks to her background lying to the guards for her Sczarni family. Later on, I hope to go into Wandering Spirits that increases her damage as well. Flame Spirit and fire vulnerability come to mind.

Statistics:
Trig Fanabarellalisa
Female Gnome Shaman (Life Spirit) CN
HP 21/21 Speed 20ft Init +0
AC 15 Touch 11 Flat-Footed 15 (+4 Armor, +0 Dex, +1 Size)
Fort +2 Ref +0 Will +6 [+4 vs Disease/Poison, +2 vs language dependent descriptor/magical writing & death effects]

BAB +1 CMB -1 CMD 9
Combat
Heavy Crossbow +2 (1d8/19-20x2)
Longspear +1 (1d6-1/x3)

Str 9 (-1) Dex 10 (0) Con 14 (+2) Int 12 (+1) Wis 16 (+3) Cha 16 (+3)

Skills (ACP -2)
Adventuring: Bluff +10 (2), Climb -3, Diplomacy +9 (2), Heal +8 (2), Perception +9 [+11 Alertness] (1), Sense Motive +9 [+11 Alertness] (1), Stealth +8 (1), Spellcraft +5 (1), Survival +3, Swim -3
Background: Lore (Sczarni) +5 (1), Linguistics +2 (1)

Feats: Fey Foundling, Alertness (near familiar)

Traits: Family Ties, Outcast's Intuition, Fast Talker

Drawback: Power Hungry

Languages: Common, Gnome, Sylvan, Varisian, Elven, Halfling, Goblin

FCB 1st) Skill rank
2nd) Hit Point

Special Abilities:
Small: 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.
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.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
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.
Nosophobia: You gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.
Fey Thoughts: Perception & Stealth are always class skills for the character.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Spirit: A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features.

At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features.

At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit.

If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.
Spirit Animal: (Cockroach familiar, Cal) At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.
Spirit Magic: A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats).

Spirit: Life

Spirit Ability Channel (Su) (1d6, 4/day, 13 Will save DC)
The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier.

Hex:

Life Link (Su): The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman’s turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends it as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action.

Spells (Concentration +4, CL 2)[+1 DC on language spells]
0th level spells (3) [DC 13]: Create Water, Guidance, Detect Magic
1st level spells (2) [DC 14]: Bless, Cure Light Wounds [x], Command [Detect Undead]

Spell-Like Abilities (Concentration +4, CL 2)
1/day— Arcane Mark, Comprehend Languages, Message, Read Magic

Equipment:
Carrying Capacity
Light:
0-20 lbs. Medium: 21-40 lbs. Heavy: 41-67.5lbs.
Current Load: 22 lbs.

Money
1gp, 39sp

Equipment
Leather Lamellar (60gp) [12.5 lbs.]
Heavy Crossbow (50gp) [4 lbs.]
10 bolts (1gp) [.5 lbs.]
Longspear (5gp) [4.5 lbs.]
Backpack (2gp) [.5 lbs.]

Consumables
Acid x2 (10gp) [- lbs.]
Healer's Kit (1PP)