Thimble Fiddlewinks Town Guard
Posts : 38 Join date : 2009-07-23 Age : 41 Location : Baltimore, MD
Character sheet Name: HP: AC::
| Subject: Thimble Tittledubber Seepest Hednottin Miniwinkle Fiddlewinks Glimder Lazyhollow (Gnome Transmuter Extraordinaire) Thu Jul 23, 2009 1:36 pm | |
| Thimble Tittledubber Seepest Hednottin Miniwinkle Fiddlewinks Glimder Lazyhollow (Thimble Fiddlewinks for short) Male Gnome Transmuter 3 (Exp: 4075) Banned Evocation, Enchantment Chaotic Good Hit Points: 21/21 Speed: 20 feet Armor Class: 14 = 10 +3 (dexterity) +1 (size) Touch AC: 14 Flat-footed: 11 Attack (melee): +2 = 1 (base) +1 (size) Attack (ranged): +5 = 1 (base) +3 (dexterity) +1 (size) Grapple check: +1 = 1 (base) Initiative modifier: +3 = +3 (dexterity) Stats: - Spoiler:
Strength 10 (+0) Dexterity 17 (+3) Constitution 18 (+4) Intelligence 18 (+4) Wisdom 15 (+2) Charisma 13 (+1)
Saves: - Spoiler:
Fortitude: +5 = 1 (base) +4 (constitution) Reflex: +4 = 1 [base) +3 (dexterity) Will: +5 = 3 (base) +2 (wisdom)
Equipment: - Spoiler:
Club (1d4, crit x2, range inc 10 ft, 3 lb, bludgeoning) Dagger (1d4, crit 19-20 x2, range inc 10 ft, 1 lb, light, piercing) Light Crossbow (1d6, crit 19-20 x2, range inc 80 ft, 4 lb, piercing) Crossbow bolts (quiver of 10) x2 (2 lb) Traveler's Outfit (5 lb) Backpack (2 lb) Bedroll (5 lb) Ink vial (0.1 lb) Ink pen (0 lb) Spell component pouch (2 lb) Spellbook (3 lb)
Fork, found in the road, bent 3 different ways
Total: 27.1 lb (light load) Light load: 33 lb Medium load: 66 lb Heavy load: 100 lb
Money: - Spoiler:
7 gold 8 silver 0 copper
Feats: - Spoiler:
Spell Focus (Transmutation) Extend Spell
Skills: - Spoiler:
Appraise Int 4 = +4 Balance Dex* 3 = +3 Bluff Cha 1 = +1 Climb Str* 0 = +0 Concentration Con 9 = +4 +5 Decipher Script Int 4 = +4 Diplomacy Cha 1 = +1 Disable Device Int 4 = +4 Disguise Cha 1 = +1 Escape Artist Dex* 3 = +3 Forgery Int 4 = +4 Gather Information Cha 1 = +1 Heal Wis 2 = +2 Hide Dex* 7 = +3 +0 +4 (Gnome) Intimidate Cha 1 = +1 Jump Str* 0 = +0 Knowledge (arcana) Int 9 = +4 +5 Knowledge (architecture) Int 9 = +4 +5 Knowledge (dungeoneering) Int 9 = +4 +5 Knowledge (geography) Int 4 = +4 Knowledge (history) Int 4 = +4 Knowledge (local) Int 10 = +4 +6 Knowledge (nature) Int 4 = +4 Knowledge (nobility) Int 4 = +4 Knowledge (planes) Int 9 = +4 +5 Knowledge (religion) Int 4 = +4 Listen Wis 4 = +2 +0 +2 (Gnome) Move Silently Dex* 3 = +3 Ride Dex 3 = +3 Search Int 4 = +4 Sense Motive Wis 2 = +2 Spellcraft Int 11 = +4 +5 +2 Spot Wis 2 = +2 Survival Wis 2 = +2 Swim Str** 0 = +0 Use Rope Dex 3 = +3
* = check penalty for wearing armor Knowledge Arcana synergy gives +2 on Spellcraft checks Knowledge Architecture synergy gives +2 on search checks to find secret compartments/doors Knowledge Dungeoneering synergy gives +2 on Survival checks while underground Knowledge Planes synergy gives +2 on Survival checks when on other planes
Languages: - Spoiler:
Common Gnome Draconic Abyssal Undercommon Halfling
Spells: - Spoiler:
Cantrips: 5/day (Except Evocation/Enchantment) ****Detect Magic *Mage Hand Message Open/Close
Level 1: 4/day Alarm Grease *Enlarge Person Expeditious Retreat Feather Fall Mage Armor *Obscuring Mist Protection from Evil *Silent Image
Level 2: 3/day *Alter Self Detect Thoughts *(Extended) Alarm
*prepared NOTE: 1 memorized spell from each level must be Transmutation
Spell-Like Abilities: - Spoiler:
1/day speak with animals 1/day dancing lights 1/day ghost sound (DC 11) 1/day prestidigitation (DC 11)
Racial Traits: - Spoiler:
+2 con, -2 str small (+1 ac, +1 attack, +4 hide, use smaller weapons) speed 20 low light vision weapon familiarity (gnome hooked hammers) +2 saves vs illusions +1 DC illusion spells +1 attack kobolds and goblinoids +4 dodge vs giants +2 listen +2 craft (alchemy)
Class Features: - Spoiler:
Scribe Scroll Immediate Magic - Swift action, int/day, duration 1 round/3 levels, transform your body to use climb, swim, or fly at your normal movement speed
HP Rolls - Spoiler:
Level 1: Wizard 4 (4) Level 2: Wizard 1d4 (2) Level 3: Wizard 1d4 (3) Total: 9 +12 (constitution) = 21
Description: - Spoiler:
Size: Small Height: 3' 2" Weight: 42 lb Skin: Tan Eyes: Crystal blue Hair: Short, dirty blonde, with a well trimmed goatee
Slightly shorter than average for a gnome, and of proportional weight, Thimble Fiddlewinks most often appears to be a simple traveler. His clothes resemble those of someone on the road and he doesn't appear to have any armor. He does have a weapon or two, most notably a light crossbow and a dagger, but to a trained eye they seem to be worn more as tools or props than as something that might be used frequently. Thimble's hair is a dirty blonde, and he has a similarly colored goatee, and he appears well groomed.
Back Story: - Spoiler:
Sunlight was streaming through the little window, high up on the round wall and directly above the bed. Minute particles of dust could be seen floating within the beams of light, and sounds of birds chirping entered the tiny room. Fairly sparse as far as these things go, the room simply contained a bed and a dresser, both smaller than a human would be used to. A good thing that, for the occupant of this room was not a human but a gnome. Thimble Tittledubber Seepest Hednottin Miniwinkle Fiddlewinks Glimder Lazyhollow, Thimble Fiddlewinks for short, yawned mightily as he squeezed the sleep from his eyes and sat up in the bed. Looking at the angle of the sun rays, he knew he was late once again, and jumped out of bed to get dressed. Thimble began his life just as any other gnome in his village normally would, with playfulness and mirth. When at last it was time for him to be given a task in the village, he chose to study under the Grand Illusionist Glimkin Hodgemut Corypest Errji Wimmil Pilmadge Cobbder Lazyhollow, for Glimkin had a reputation for granting allowances to students who did well with their studies. Also, Thimble had quite the interest in magic and specifically in the magic of change, transmutation. Glimkin knew some of this type of magic but was by no means a master, however he did have in his possession an instruction manual for beginners which he allowed Thimble to study from. Study he did, for many years, but he grew somewhat bored with the lack of change around him and was often reprimanded for using his magical knowledge to change size, cause entire rooms to be filled with smoke, or otherwise disrupt the natural order of things. You see, Thimble was a trickster as most gnomes tend to be, but he sometimes went a little too far. And that brings us back to the fateful day during which this story began. Hurrying along the path, nearly six and a half feet tall and using every inch of his added stride to produce more speed, Thimble Fiddlewinks wasted no time in getting to the Illusionist's home where he spent much of his time. Just before entering, he banished the spell and reverted back to his normal three feet and two inches in height, and pushed open the door. He quickly made his way to the rear chambers where the Illusionist usually sat studying every morning, but could not find the old gnome. Instead, he found a note, with some magical runes etched on it. Chanting the required phonemes to produce the correct spell, Thimble was suddenly able to read the runes. "Thimble, I have left the village to attend to a friend of mine who needed my help with something. In his message to me he mentioned giant spiders though the message was short and not quite clear. I must travel to him and lend him my aid, though I suspect it to be merely his imagination, and we will no doubt end up poring over old tomes. Stay here in Lazyhollow until I return. Oh, and try not to scare good old Wimbert again, in another 50 years he'll be nearly half a millennium in age and you know how the old folks are. Jumping out of a foggy mist the size of an orc was not very nice, especially with all that face paint on," the message read, and it was signed by Glimkin at the bottom. Seeing this as his chance, Thimble borrowed some supplies from the old wizard and decided to set out on his own. The village was growing too boring for one such as himself who made it a point to study change, and he felt justified in his decision by promising to write a book about his adventures. Thimble has no idea which direction to even start in, having never left the village, and looked around for some kind of map of the area. Finding one in a dusty drawer he located his village between a forest labeled Redwood and a mountain range that seemed to be called Heaven's Steps. Thimble knew that his village was hidden through extensive use of illusion and clever architecture with the surrounding countryside, and that a map with his village marked on it should never be taken with him. He carefully put the map away, closed the drawer, and left the wizard's home. Feeling freedom at his fingertips, and excited about his book, he began his journey by moving north toward a city of dwarves he saw mention of on the map, called Crevisha. He remembered it being at the base of the Heaven's Steps, and so he worked his way in that direction. Though it took him several days, he reached the entrance to the city without encountering any danger, except for some strange noises one night that sounded much like a small skirmish. Though curious, he decided to stay clear of such things, and was probably the better for it. Just inside the entrance to the city, he saw over a score of statues of both dwarves and gnomes, all gloriously in battle armor, divine vestments, or robes that seemed to radiate power directly from the stone itself. He was dazzled by the multitude of previous gemstones used in construction of the statues, and he was in awe of the regal aura permeating the room. Thimble Fiddlewinks made his way further into the city and before long he came upon a grand chamber, filled with arches and staircases, with a massive chandalier hanging from a chain leading up farther than his little eyes could see, supposedly to a ceiling somewhere. Regaining his composure for the second time, he walked along and began noticing the artwork on the walls, depicting the history of the gnomes and dwarves of the city. It was all so grand that he lost track of where he was walking and bumped into a dwarf dressed in chain mail with the image of a huge hammer worked intricately into the links on his broad chest. "Oomph, watch where ye be going, youngster," the dwarf said as he pushed past and continued on his way. Thimble watched the dwarf as he went, noticing a similar hammer design on the dwarf's back. Not knowing what else to do, Thimble wandered around for a bit, admiring all the different wares that were out for sale. It was a few hours later when he found himself in front of a huge iron door, opened wide against the stone wall of the vast chamber, with the sign, "Teriwinkly Redbeard, Jewelcrafter." Intrigued, he entered the shop and was immediately presented with a smiling face. "Well, then, you look a little lost. How can I help you, are you looking for gems? We've got plenty of those here," the face said with a motherly smile. Thimble, taken aback by such kindness, gathered himself for the fourth time since entering the city, and looked around. The face belonged to a short dwarf, or rather a tall gnome, or perhaps a mix of both. There were shelves lining the walls, cases of gems everywhere, and a bead curtain covering a doorway behind the counter. "I'm Thimble Fiddlewinks, ma'am, and I just arrived in this city. I've been wandering about looking for material for my book, you see, and I thought it would be a travesty to overlook such a fine cauldron of culture and history," Thimble replied. The conversation went from there, and eventually included tea and biscuits, and Teriwinkly offered Thimble one of her guest rooms behind the curtain. Clearly willing to trust the woman, he consented and moved in. You see, Teriwinkly had a sweet spot for budding wizards, knowing from friends who were wizards how hard the beginning of such a life could be, and wanted to give Thimble a place where he could continue his studies and work on his book. Unlike wizards, sorcerors like herself seemed to come to their power accidentally and so it seemed only fair to her to assist Thimble, who wasn't naturally gifted like she was. She also thought there was more to this young man than was immediately apparent; perhaps King Roiken would like to hear about him.
| |
|