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Tripp Tumblefoot's page

102 posts. Alias of DajellyMan.


Full Name

Trip Tumblefoot

Race

Halfling

Classes/Levels

Pathfinder Chronicler, 1 | HP: 8/9 | AC: 16/14/13 | CMD: 11 | Fort: +1 | Ref: +5 | Will: +3 | Init:+3 | Perc: +7 |

Gender

Male

Size

Small

Age

33

Alignment

LN

Deity

Desna

Languages

Common, Halfling, Goblin, Dwarven

Occupation

Pathfinder

Strength 8
Dexterity 16
Constitution 10
Intelligence 12
Wisdom 13
Charisma 16

About Tripp Tumblefoot

Background & Appearance:

Trip has always had strange dreams as long as he could remember. He used to awake in the middle of the night sweating and confused all the time as a child, frightful of how realist his dreams would be. His parents regularly told him that was all hogwash, and he learned to ignore it all. One night, he awoke from a terrible dream in which his parents died in a fire. As usual, they simply told him to ignore it. A few days later, Trip awoke to the smell of smoke. He barely managed to escape with his life, and within the hour his childhood home, and his parents, were nothing but ash. All that remained in the ashes was an old book of fairy tales that had someone survived the heat in an old trunk. Ever since, he has learned to trust in his dreams as more than mere coincidence, and to put his faith in the liberating grace of the goddess Desna who called him as her own.

He soon found himself alone and in need of a way to care for himself, so he took to doing whatever he could to get some coin or some bread; thieving, dock working, pick pocketing, line-chef, you name it he did it. He spent many cold and hungry nights alone on the streets with no company other than his old book. Eventually, thanks to his natural luck, he ended up securing a job at a renowned library in Magnimar helping translate scrolls and books. It is here he not only fell in love with reading books, but writing as well. It is here in Magnimar he first met Sandru.

A few years down the road he was contacted by the Pathfinders to assist them with his abilities, and he discovered he had as much of a knack for adventuring as he did for literature and language! One of his best friends and partners was Sandru, and they spent several years adventuring together, causing trouble, breaking ladies hearts, working for the Grand Lodge, and exploring the far reaches of Golarion. While Sandru was the 'muscle' of the team, Trip was in charge of negotiations, contracts, and recording their adventures in his myriad of journals.

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Trip is a dirty blonde haired halfling with a brilliant goatee of which he is very proud. He sports several bright gemstone earrings in each ear and is fond of wearing bracelets and rings and other jewelry. He usually is dressed in loose fitting pants, a button up, and a sensible vest. Like many halflings, he chooses to go barefoot. He always has his trusty sling staff that he named 'Lucille' across his back.

Defense:

HP: 9/9
AC: 16 TAC: 14 FF: 13
CMD: 11

Fort: +1
Ref: +5
Will: +3

Offense:

BAB: +0
Base Melee: -1
Base Ranged: +3
CMB: -2

Mwk Halfling Sling Staff: +4 | 1d6 - 1 | 80' | x3 | B |

Feats:

Level 1: Point-Blank Shot

Skills:

The Pathfinder chronicler's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Survival (Wis), and Use Magic Device (Cha).

8 + INT (1) / level

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Appraise: +5
Bluff: +9
Diplomacy: +7
Linguistics: +7
Perception: +7
Perform (oratory): +7
Sense Motive: +5
Survival: +5
Use Magic Device: +7

Racial Traits / Character Traits:

Racial Traits

+2 DEX / CHA, -2 STR

Small Size (+1 AC / Attack, -1 CMD / CMB, +4 stealth)

Slow Speed (20')

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

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Character Traits

Best Friend: (Sandru)

You are best friends with one of the NPCs; you’ve grown up together, and while your friend has had a much more exciting life than you so far, you hope one day to follow in your friend’s footsteps and see the world—or perhaps even become an adventurer yourself. You’ve picked up a lot from your friend, but particularly his or her skill in interacting with others.

Benefit: You gain a +1 trait bonus on all attack rolls against foes that threaten your friend as well as one of the following:

If Ameiko is your best friend, you gain a +2 trait bonus on Diplomacy checks.

If Sandru is your best friend, you gain a +2 trait bonus on Bluff checks.

Whichever skill you gain a trait bonus on, that skill is always considered a class skill for you.

Lettered (Halfling):

You can read a smattering of most languages and know enough to make pretty good guesses about the rest.

Benefit: Linguistics is a class skill for you, and you gain a +1 trait bonus on Linguistics checks made for the purpose of deciphering writing in an unfamiliar language. You never draw a false conclusion if you fail your Linguistics check; instead, you simply realize you cannot make sense of the writing.

Good Dreams (Desna):

Your dreams often give you a hint of possible dangers you might face during your day—such as a fall, a blast of fire, or a poisonous snake-and this hint sometimes makes all the difference. Each time you sleep, the GM tells you of a dangerous dream you had. Once per day, if you have to make a saving throw against a threat related or similar to that dream, you can roll twice and take the more favorable result. If you do not encounter circumstances similar to the threat or situation you dreamed, this trait has no effect that day. If you have the Halfling Jinx trait (see page 27), you cannot select this trait, and vice versa.

Class Features:

Pathfinder Chronicler:

Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bardic Knowledge (Ex): This ability is identical to the bard class feature of the same name, and levels in this class stack with levels in any other class that grants a similar ability.

Deep Pockets (Ex): A Pathfinder chronicler collects items as well as lore, picking up small amounts of this or that throughout her travels. As a result, she may carry unspecified equipment worth up to 100 gp per class level. This can be any kind of gear that can reasonably fit into a backpack, including potions and scrolls (but not any other sort of magic item). As a full-round action, the chronicler may dig through her pockets to retrieve an item she specifies at that time, deducting its value from the allocated amount of cost. This item cannot weigh more than 10 pounds. When the total remaining cost reaches 0, the chronicler can retrieve no more items until she refills her deep pockets by spending a few hours and an amount of gold to bring her total up to 100 gp per class level.

In addition, if she takes 1 hour to pack her gear each day, she gains a +4 bonus to Strength to determine her light encumbrance. This does not affect her maximum carrying capacity. The efficient distribution of weight simply encumbers her less than the same amount of weight normally should. Finally, the Pathfinder chronicler gains a +4 bonus on Sleight of Hand checks made to conceal small objects on her person.

Master Scribe (Ex): A Pathfinder chronicler adds her class level as a bonus on all Linguistics and Profession (scribe) checks, as well as Use Magic Device checks involving scrolls or other written magical items. A Pathfinder chronicler can make Linguistics checks to decipher text as a full-round action and can always take 10 on Linguistics and Profession (scribe) checks, even if distracted or endangered.

Equipment:

29 gp 4 sp 3 cp

Special Item: mwk Halfling Sling Staff "Lucille"

- Sling Bullets (14)
- Short Sword
- Leather Armor
- Traveler's Outfit
- Pathfinder's Kit
- Chronicler's Kit
- Saw