Simon "Scar-Nose" Burble  

Details
Class: Race: Alignment: Deity:
Rogue Gnome Nuetral Good Aelle
Level: Size: Age: Gender:
5 Small 58 Male
Height: Weight: Eyes: Hair:
2' 4" 25 lbs. Hazel Dark Brown

Abilities
STR 11 +0
DEX 18 +4
CON 12 +1
INT 18 +4
WSD 14 +2
CHA 16 +3
 
Hit Points
TOTAL wounds subdual
27 0 0
Initiative
TOTAL dex other SPEED
+4 4 0 20
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
19 10 +4 0 4 0 1 15% 0

Battle Scores
MELEE = base + str + magic + other
+4 +3 0 0 1
RANGED = base + dex + magic + other
+8 +3 4 0 1
Saving Throws
TOTAL = base + stat + magic + other
FORT +2 1 1 0 0
REFL +8 4 4 0 0
WILL +3 1 2 0 0

Weapons
Weapon Bonus Damage Critical Range Weight Size Type Special
Rapier +1 1d4 18-20/x2 -- 2 lb Small Piercing Masterwork
Shortbow -- 1d4 x3 60 ft 2 lb Small Piercing
--> Arrows (20) -- -- -- -- 3/20 lb ea -- --
Light Crossbow +1 1d6 19-20/x2 80 ft 4 lb Small Piercing Masterwork
--> Crossbow Bolts -- -- -- -- 1/10 lb ea -- --
Sap -- 1d4 x2 -- 2 lb Small Blugeoning
Daggers (3) -- 1d3 19-20/x2 10 ft 1 lb ea Small Prc/Slsh

Armor
Armor Type Bonus Penalty Max Dex % Failure Speed Weight Special
Studded Leather Armor +1 Light +4 0 +5 15% 20 ft 10 lb

Feats & Special Abilities
Feat / Ability Description/Notes
Alertness +2 Bonus on Listen and Spot checks
Nimble Fingers +2 bonus on Disable Device and Open Lock checks
Gmone Racial Stat Adjustments +2 Constitution, -2 Strength (already figured in)
Small +1 to Armor Class, +1 on Attack Rolls, +4 on Hide Checks, uses smaller weapons than a human, lifting and carrying limits are 3/4 of those of a Medium character.
Low-Light Vision Can see twice as far as a human in starlight, moonlight, torchlight & similiar conditions of poor illumination. Retains ability to distinguish color and detail under such conditions.
Weapon Familiarity Treat gnome hooked hammers as martial weapons rather than exotic weapons.
Illusion Resistance +2 racial bonus against illusions. +1 to DC vs. illusions cast by other gnomes.
Racial Enmity +1 racial bonus on attack rolls against kobolds & goblinoids (goblins, hobgoblins, bugbears)
Giant Dodging +4 dodge bonus to AC against giant type monsters (ogres, trolls, hill giants, etc.)
Keen Ears +2 racial bonus on Listen checks.
Alchemist's Nose +2 racial bonus on Craft (Alchemy) checks.
Automatic Languages Common, Gnome
Bonus Languages Draconic, Dwarven, Elven, Giant, Goblin, Orc
Speak with Animals 1/day, burrowing mammal, 1 minute
Spell-like Abilities 1/day - Dancing Lights, Ghost Sound, Prestidigitation. Caster level 1st; save DC 10 + gnome's Cha modifier + spell level. See spell descriptions.
Favored Class Bard (Bard class doesn't count toward multiclass gnome's XP penalty.)
Weapon & Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, shortbow, & short sword. Rogues are proficient with light armor but not with shields.
Sneak Attack 1d6 extra damage at 1st level and for every 2nd Rogue level thereafter when target would normally be denied Dex bonus to AC or when flanking target. Extra damage not multiplied if critical hit is scored. Ranged attacks only count as sneak attacks within 30 feet. Nonlethal sneak attack damage possible with sap(blackjack) or unarmed strike. Can't sneak attack creatures with no vital areas (undead, constructs, oozes, plants, incorporeals). Can't sneak attack creatures immune to critical hits. Must be able to spot and reach vital spot.
Trapfinding Use Search skill to locate traps when DC > 20. Finding non-magical trap has DC => 20, higher if well hidden. Finding magic trap has DC = 25 + level of spell used to create it. Use Disable Device skill to disarm magic traps. Magic traps have DC of 25 + level of spell used to create it. Beat a traps DC by 10 or more with Disable Device to study trap and bypass it (with party) without disarming.
Evasion When wearing light armor or no armor, a successful Reflex save against an attack that normally deals 1/2 damage on a save instead deals no damage. Can't evade when helpless.
Trap Sense +1 bonus on Reflex saves made to avoid traps & +1 bonus to AC against trap attacks. Bonuses increase by 1 at 6th & every third level thereafter.
Uncanny Dodge Retain Dex bonus to AC even if caught flat-footed or struck by invisible attacker. Still lose AC bonus if immobilized.

Skills
Skill Name Ability Skill Mod = Ability Mod + Ranks + Other
Balance Dex +10 +4 4 +2
Bluff Cha +8 +3 5
Climb (+2 with Rope) Str +4 +0 4
Diplomacy Cha +5 +3 0 +2
Disable Device Int +14 +4 8 +2
Disguise (+2 Acting In Char) Cha +5 +3 2
Escape Artist (+2 vs Rope) Dex +9 +4 5
Gather Information Cha +11 +3 6 +2
Hide Dex +12 +4 4 +4
Intimidate Cha +5 +3 0 +2
Jump Str +10 +0 8 +2
Knowledge (Local) Int +9 +4 5
Listen Wis +8 +2 2 +2+2
Move Silently Dex +8 +4 4
Open Lock Dex +14 +4 8 +2
Perform (Comedy) Cha +9 +3 6
Search Int +12 +4 8
Sleight of Hand Dex +10 +4 4 +2
Spot Wis +6 +2 2 +2
Tumble Dex +11 +4 5 +2
Use Magic Device Cha +4 +3 1
Use Rope (+2 Binding) Dex +9 +4 5

Spell List
No Spells Assigned.

Gear
Gear Location Weight Description/Special
Ring of Feather Falling left hand -- This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.
Heward's Handy Haversack worn on back 5 lb. A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
Goggles of Minute Seeing worn over eyes -- The lenses of this item are made of special crystal. When placed over the eyes of the wearer, the lenses enable her to see much better than normal at distances of 1 foot or less, granting her a +5 competence bonus on Search checks to find secret doors, traps, and similar concealed objects. Both lenses must be worn for the magic to be effective.
Bag of Tricks (gray) haversack -- This small sack appears normal and empty. However, anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill. Each of the three kinds of a bag of tricks produces a different set of animals. Use the following tables to determine what animals can be drawn out of each. The heavy warhorse appears with harness and tack and accepts the character who drew it from the bag as a rider. Animals produced are always random, and only one may exist at a time. Up to ten animals can be drawn from the bag each week. --- Gray -- d% Animal 01-30 Bat 31-60 Rat 61-75 Cat 76-90 Weasel 91-100 Badger
Dust of Tracelessness haversack -- This normal-seeming dust is actually a magic powder that can conceal the passage of its possessor and his companions. Tossing a handful of this dust into the air causes a chamber of up to 100 square feet of floor space to become as dusty, dirty, and cobweb-laden as if it had been abandoned and disused for a decade. A handful of dust sprinkled along a trail causes evidence of the passage of as many as a dozen men and horses to be obliterated for 250 feet back into the distance. The results of the dust are instantaneous, and no magical aura lingers afterward from this use of the dust. Survival checks made to track a quarry across an area affected by this dust have a DC 20 higher than normal.
Magnifying Glass haversack -- This simple lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and at least a full-round action. A magnifying glass grants a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed, such as a gem.
Theives' Tools, Masterwork haversack 2 lb. This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device and Open Lock checks.
Climber's Kit (small) haversack 1.25 lb A climber's kit includes special pitons, boot tips, gloves, and a harness that aides in all sorts of climbing. This is the perfect tool for climbing and gives you a +2 circumstance bonus on Climb checks.
Disguise Kit (small) (10 uses) haversack 2 lb. This bag contains cosmetics, hair dye, and small physical props. The kit is the perfect tool for disguise and provides a +2 circumstance bonus on disguise checks. A disguise kit is exhausted after 10 uses.
Small Steel Mirror haversack .5 lb A polished steel mirror is handy when you want to look around corners, signal friends with reflected sunlight, keep an eye on a medusa, make sure that you look good enough to present yourself to the queen, or examine wounds that you've received on hard-to-see parts of your body.
Silk Rope (50ft) haversack 5 lb This rope has 4 hit points and can be burst with a DC 24 Strength check. It is so supple that it provides a +2 circumstance bonus on Use Rope checks.
Crowbar haversack 5 lb This iron bar is made for levering closed items open. A crowbar is the perfect tool for prying open doors or chests, shattering chains, and the like, and it grants a +2 circumstance bonus on Strength checks made for such purposes. If used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of it's size.
Explorer's Outfit (small) haversack 2 lb This is a full set of clothes for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra items you might need, such as a scarf or a wide-brimmed hat.
Entertainer's Outfit (small) worn 1 lb This set of flashy, perhaps even gaudy, clothes is for entertaining. While the outfit looks whimsical, its practical design lets you tumble, dance, walk a tightrope, or just run (if the audience turns ugly).
Traveler's Outfit (small) haversack 1.25 lb This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.
Grappling Hook haversack 4 lb When tied to the end of a rope, a grappling hook can secure the rope to a battlement, window ledge, tree limb, or other protrusion. Throwing a grappling hook successfully requires a Use Rope check (DC 10, +2 per 10 feet of distance thrown).
Belt Pouch (small) worn on belt .125 lb This leather pouch straps to your belt. It's good for holding small items.
Bedroll (small) haversack 1.25 lb You never know where you're going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.
Chalk, 10 Pieces belt pouch --

Treasure/Money
Item Location Value Weight Description/Special
Gold coins (165) haversack, left side 165 gp 3.3 lb
Silver coins (8) haversack, left side 8 sp .16 lb

Experience
Current Next Level
10500 15000

Description
Lean and fit, this young gnome is seldom seen without a smile, whether it be the witless grin of a buffoon, the clever smirk of a rogue-about-town, or the lecherous leer of a skirt-chaser. His complexion is pale from staying out late, sleeping past mid-day, and wearing face-paint when he goes out in the afternoon to cajole passers-by into parting with some of their hard-earned coppers. His hair is dark brown, long and wavey, tied back into a ponytail that reaches his shoulder-blades. His long, pointy nose is tragicly marred by a scar running down the left side which ruins his gnomish good looks. He is clean-shaven, unusual for a gnome but not for a street performer who makes his living clowning for the public in various disguises. When dressed in his explorer's outfit he cuts quite the dashing figure, but when decked out in his entertainer's outfit and painted up with face-paint never was there a more comical sight.

Personality
Whitty, farcical, sometimes brash, sometimes cautious. In costume he'll play the carefree, simple-minded clown, while later he'll enter a tavern dressed in his finest, bragging of his exploits and flirting with the ladies. All the while, a clever and crafty theif lies beneath the surface, watching and waiting for a fat pigeon to carelessly leave his valuables unguarded. He never steals from those who can't afford it or from anyone he likes or respects. Often he chooses his marks based on their bad attitude toward their fellow man rather than their degree of wealth. He'll pass up a chance to steal from a wealthy merchant who is always friendly and treats his customers with respect, then go and rob a swindler who cheats his customers.

Background
He's a restless soul from the tiny island fishing village of Seabreak. Due to a lack of adventure in his hometown he took off on his own to seek his destiny at the tender age of 43. He has traveled widely across various lands over the past 15 years, making his living by turns as an entertainer, an adventurer and a theif. He prefers entertaining to stealing, but it doesn't always keep food on the table. His philosophy on the legal system is that it's meant to let everyone live together peaceably, but lawmakers don't always know what's best and not all of them are really looking out for the best interests of the people. This philosophy has landed him in prison a time or two, but he doesn't let it bother him. Sometimes misfortunes have a way of paying a dividend, if one has the wits to see the profit in it.

Once he was thrown into prison for the crime of purchasing provisions at a local shop. So the money he was spending happened to come from a purse he had found carelessly lieing around in the street. Could he help it if the purse happened to belong to a local magistrate? After serving only three weeks of his ten year sentence he managed to pull off an escape, and along the way he happened to discover a mysterious bag carelessly stowed near his belongings when he dropped by to reclaim them. Not being one to look a gift horse in the mouth he accepted the kind gift the gods had graciously left for him. It later turned out to be a Bag of Tricks, an odd but sometimes rather useful little bit of magic which has provided him with a clever little partner on more than one caper since then.

Fortune can be a capricious mistress, generous one moment, fickle the next. One time when he was doing a little after-hours shopping at a magic shop which just happened to be closed for the night, who should happen along but the very proprietor himself. For some strange reason the fellow was rather put out by the whole thing and began blasting at Simon with a wand he grabbed up off the shelf. The wand turned out to be charged with Ray of Frost spells and Simon was forced to flee or become frost-bitten. He had just been examining a ring when he was discovered. It was too dark to see what kind of ring it was, so he jammed it on his hand, hoping it was a Ring of Invisibility or Protection or something. One of the proprietor's Frost Rays struck the floor directly in front of Simon, creating a slippery spot that sent him careening out a window. He felt a sharp pain in his face as he smashed through the shutters, but his chief concern was his imminent impact with the ground two stories below. He needn't have been worried though, for it turned out that the ring he had acquired was a Ring of Feather Falling. He floated gently to the ground and managed to escape with his prize. He later learned, however, that the price of his new toy was the loss of his good looks, for his hasty exit through the window had caused a piece of the shutters to slash his nose, a wound which resulted in the nasty scar he still bears to this very day.



Simon's Full Gnomish Name:

Simon Beamish Welkin Widdershins Stumbleduck Bantam Plotz Hokey Gaberlunzie Gonzo Folderol Kerfluffle Boondoggle Codswallop Oyez Truckle Donnybrook Katzenjammer Silverpinch Scofflaw Burble