Giant Hunter

Trig Thistlethorp's page

4 posts. Alias of michaelane.


About Trig Thistlethorp

A paragraph description of what your character looks like.
A young Sarenrite altar girl at the Lambent Citadel. A disheveled and barefoot street urchin from Dustyfoot. A plump halfling cook for the Serpentine Blades. A traveling gnomish tinker from the markets of Katapesh. A whimpering gnoll pup separated from his slaver father in the Pens.

Trig Thistlethorp wears many guises. Her true form is that of a young, gnomish woman in her late 40s. She is tall for a gnome, just over three and a half feet tall, but rail-thin weighing just over 30 pounds. Her natural hair color is a bright yellow that dazzles like the summer sun and contrasts with her rich bronze skin that glows with the vitality of a gnome untouched by the bleaching. Her eyes are the color of spring green though the people of Solku see little green so brilliant and she frequently shifts them to turquoise, pink, or blue instead when she chooses to take gnomish form.

Trig usually dresses for the desert heat. Her robes hint at her magic, always pure white even in the most dusty quarters. They are trimmed with bright colors, solid or patterned, and she usually chooses a matching loosely woven cotton headscarf common in western Katapesh except for its magical nature (a headscarf of disguise).

Whatever her form, there is one constant. Trig always carries a small bundle of knotted silks, her holy symbol of Sivanah, and a talisman that she twists, knots, and continually finds herself fidgeting with while thinking or planning...and cursing herself for the potential tell it represents.

Why are you in Solku?
Trig is in Solku for the secrets. Every city has them. Trig makes sure Solku’s belong to Sivanah.

The Seventh Veil called Trig to Solku in mid-4701 shortly after her last priestess was slain in the Battle of Red Hail. A vision of flames flickering over the famed stained glass dome of the Lambent Citadel. But whether the fires represented Sarenrae’s protective seals, the victory pyre of gnoll invaders, or Sivanah’s veils blowing in a desert sirocco, Trig could not say. She only knew that the Seventh Veil wanted her in Solku.

Nearly thirteen years later, Solku has given up many of her secrets, but Sivanah craves more. The city continually changes and Trig has been kept quite busy keeping up. The gnomish woman has insinuated her way into the lifeblood of the city, but in so doing Solku has also wormed its way into her heart. Originally a fiercely independent agent, Trig finds herself increasingly favoring those who protect the city’s interests and she has shared more secrets than she would have imagined prior to coming.

What are your plans for the next seven days?
Currently, Trig is doing a favor for Lord Hazic Kel-Kalaar. A troupe of gnomish rogues and illusionists recently came to the city and is preparing an elaborate performance for the Sunwrought Festival in a few months. Wary of a more sinister purpose Lord Kel-Kalaar looked the other way when the gnomes bribed some of his guards and asked Trig to see if they were as harmless as they seemed. After ensuring that she was “discovered” by Esgandiar at a street performance in New Market, Trig joined the troupe two weeks ago and in the midst of perfecting a particularly dangerous aerial stunt before the company takes a break for the Night of Tears. After a couple weeks with the company, Trig has yet to find anything more malevolent than the gnomes trespass on the manor of an out-of-town merchant, but she does find herself eyeing the handsome Esgandiar and finds herself tempted to give in to his neverending requests to go for coffee at Thrice Blessed.

Ties to Groups within Solku
Trig has many connections within the city, but tends to ally more with Lord Kel-Kalaar than with Lady Cynore. Her experiences with the pain and loss dealt by the gnolls has been more second-hand since she came to Solku after the Battle of Red Hail and she is confident that with vigilance and timely action, the city can forestall any threats.

A summary of how your character will be mechanically built
Trig will be a bard (sandman) focusing on illusion and deception. I see her going with the veiled illusionist prestige class once she qualifies. She will have a strong skills focus, especially bluff, diplomacy, and stealth, but she should be able to contribute to combat with her illusions, spell theft, and other trickery.

Preliminary Stat Block:

Trig Thistlethorp
Female Gnome Bard (Sandman) 4
NG Small humanoid (gnome)
Init +3; Senses low-light vision; Perception +7
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Defense
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AC 16, touch 14, flat-footed 13 (+1 armor, +1 shield, +3 Dex, +1 size)
hp 27 (4d8+4)
Fort +2, Ref +7 (+1 bonus vs. traps), Will +3; +2 vs. illusions, +4 vs. bardic performance, sonic, and language-dependant effects
Defensive Abilities trap sense +1
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Offense
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Speed 20 ft.
Melee shortsword +3 (1d4-1/19-20)
Ranged shortbow +7 (1d4-1/×3)
Special Attacks bardic performance 15 rounds/day (countersong, distraction, fascinate, stealspell)
Spell-Like Abilities
. . 1/day—dancing lights, ghost sound (DC 17), prestidigitation (DC 15), speak with animals
Bard (Sandman) Spells Known (CL 4th; concentration +9):
2nd (2/day)—minor image (DC 19)
1st (5/day)—hideous laughter (DC 16), innocence, silent image (DC 18), vanish
0 (at will)—detect magic, ghost sound (DC 17), mage hand, message, prestidigitation (DC 15), read magic
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Statistics
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Str 8, Dex 16, Con 12, Int 12, Wis 8, Cha 21
Base Atk +3; CMB +1; CMD 14
Feats Effortless Trickery, Spell Focus (illusion)
Traits acrobat, trickster
Skills Acrobatics +10 (+6 jump), Bluff +15, Climb +2 (0 instead of -5 penalty when using the Climb skill to attempt an accelerated climb), Diplomacy +10, Disguise +22, Knowledge (arcana) +8, Knowledge (local) +5, Linguistics +5, Perception +7, Perform (act) +12, Sense Motive +3, Sleight of Hand +8, Spellcraft +5, Stealth +14, Use Magic Device +9; Racial Modifiers +2 Perception
Languages Common, Gnoll, Gnome, Goblin, Kelish, Sylvan
SQ master of deception, masterpieces (pageant of the peacock), sneakspell: spell dc
Other Gear silken ceremonial armor, buckler, arrows (20), shortbow, shortsword, headscarf of disguise, headband of alluring charisma +2, holy symbol, wooden, spell component pouch, 118 GP
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Special Abilities
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Acrobat When doing an accelerated climb, penalty is reduced to -2.
Bardic Performance (standard action) (15 rounds/day) Your performances can create magical effects.
Effortless Trickery Maintain concentration on 1 illusion spell per rd as a swift action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Master of Deception +2 (Ex) You add half your bard level to Bluff, Sleight of Hand, and Stealth checks.
Pageant of the Peacock As a standard action, +4 to bluff, and can use that skill for Int skills and checks.
Sneakspell: Spell DC +1 (Ex) Bonus to spell DC if the target is denied DEX bonus.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trickster +1 trait bonus to CL for duration, range, and area of illusion spells.