About Wilstrom TopplesprocketHeight: 3'2"
Max HP: 10 Current HP: 10 AC: 17 = 10 +3(Armor) +3(Dex) +1(size)
Combat:
CMB: +2
Initiative: +4
Skills: 8 + 2 int = 10:
Appraise: +6 (1 ranks; +3 trained; +2 Int) Acrobatics +7 (1 ranks; +3 trained; +3 Dex) Bluff +5 (1 ranks; +3 trained; +1 Cha) Climb +1 (0 ranks; +0 trained; +1 Str) Craft (Alchemy) +8 (1 ranks; +3 trained; +2 Int; +2 Racial) Diplomacy +5 (1 ranks; +3 trained; +1 Cha) Disable Device +6 (1 ranks; +3 trained; +2 Int) Disable Device (traps) +7 Disguise +1 (0 ranks; +0 trained; +1 Cha) Escape Artist +3 (0 ranks; +0 trained; +3 Dex) Fly +3 (0 ranks; +0 trained; +3 Dex) Intimidate +1 (0 ranks; +0 trained; +1 Cha) Knowledge (local) +6 (1 ranks; +3 trained; +2 Int) Knowledge (Dungeouneering) +2 (0 ranks; +0 trained; +2 Int) Linguistics +2 (0 ranks; +0 trained; +2 Int) Perception +6 (1 ranks; +3 trained; +0 Wis; +2 racial) Perception (traps) +7 Perform ( ) +1 (0 ranks; +0 trained; +1 Cha) Profession (distiller) +4 (1 ranks; +3 trained; +0 Wis) Ride +3 (0 ranks; +0 trained; +3 Dex) Sense Motive +0 (0 ranks; +0 trained; +0 Wis) *Sleight of hand +7 (1 ranks; +3 trained; +3 Dex) Stealth +11 (1 ranks; +3 trained; +3 Dex; +4 Racial) Swim +1 (0 ranks; +0 trained; +1 Str) Survival +0 (0 ranks; +0 trained; +0 Wis) *Use Magic Device +1 (0 ranks; +0 trained; +1 Cha) * indicates rank needed before can use Favored Bonus:
1st level: +1 skill point Feats:
Child of the Shadow: You know Sasserine’s black market quite well, and need not make checks to locate its outlets. Further, in other cities, you have a knack for rooting out the underground markets. You gain a +2 bonus on Diplomacy and Gather Information checks made to learn about a city’s black markets. Growing up on the filthy streets of Shadowshore has also gifted you with several tricks you can use to ensure survival. You gain a +2 bonus on Initiative checks in urban environments. You are also adept at fighting in confined areas, such as narrow city alleyways or crowded taprooms. Enemies cannot gain cover from you if they are in your reach; you can thus attack someone around a corner without penalty. A creature with total cover from you still receives all benefits of his cover.
Weapon Finesse: Can use your Dex instead of Strength in calculating Attack bonus with light and other select weapons. Racial:
-2 Strength, +2 Constitution, +2 Charisma Small: Gnomes are Small creatures and 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. Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype. Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects. Keen Senses: Gnomes receive a +2 racial bonus on Perception checks. Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier. Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes. Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon. Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. Favored Class: Rogue Class Abilities:
Sneak Attack: +1d6 sneak damage
Trapfinding: +1/2 to Disable Device and Perception versus traps per level (minimum +1)
Equipment:
Sickle 6gp 1 lb Studded Leather 25gp 10 lb 1 dagger 2gp .5 lb Traveller's clothing w/ red wid-brimmed hat 3 lb Belt pouch 1gp .25 lb flint and steel 1gp Backpack 2gp 1 lb
Equipment Cost and Weight 151gp 5sp 27.25 lb Current gold: 88gp 5sp Capacity:
Light Load: 32.25 lb Medium: 64.5 lb Heavy: 97.5 lb Background:
Born to one of the few gnomish families that migrated to Sasserine, Wilstrom was born in the Shadowshore District, where much of his early life was spent helping his family through the coin he could collect from adventurers and whalers in the Azure District. However, his nimbleness and ability to learn new things quickly allowed him the opportunity to study under a lower ranking member of the Alchemist's Guild. His studies going well, he nonetheless broke the code of the Guild, selling what wares he knew how to make illegally in order to help his family and those who couldn't afford the Guild's prices. Kicked out of the Alchemist Guild, Wilstrom continues to sell his alchemy below Guild sanctioned wares, to the benefit of the downtrodden in the district. This, coupled with the fact that he is one of the few gnomes applying his talent at the Sasserine distillery made him a favorite of some of the populace in Shadowshore. He does his best to keep under the radar though, working outside of a small corner in the distillery basement and refusing to sell his illegal wares outside of Shadowshore, where it could fall under heavier scrutiny. Additionally, he uses the skills he learned as a child to hide from the Guild and grease the palms of the Shadowshore Watch when needed. Personality:
Outgoing and energetic, life in the Shadowshore District hasn't put a damper on Wilstrom's mood. Having lived in Shadowshore for most of his life, Wilstrom nonetheless has a fairly optimistic attitude, his current illegal dabbling in traps and alchemy protecting him from the more dangerous elements of the district. Wilstrom is a good gnome at heart, willing to ignore the city's laws in order to help those in need. Description:
Average height for a gnome, Wilstrom has dark olive skin and long greenish-blue eyebrows. Clean kept, short hair in the same greenish-blue frames his face and a small scar runs along the left side of his face. In the Shadowshore district, knowing when to stand out and when to hide could make the difference in whether you make it home each day with your purse or your life. However, Wilstom isn't one to miss an opportunity to be extravagant, and so most of his clothing, and even his leather armor, are in deep purples and greens with a bright orange sash around his waist. On his head is a wide-brimmed, red hat. The underside of the hat is in the same deep purple as the rest of his outfit, allowing him to better hide in the shadows of the district with a flip of his brim. Just under the brim of his hat rests a pair of thick googles that he puts over his eyes when he is working with alchemy. |