Finnwick Throkenderhausen

Finn has light brown skin, fiery red hair and dark brown eyes, sports a black hat that is flat on top and a yellow scarf.

Description:

FINNWICK THROKENDERHAUSEN     CR 1
Male Gnome Paladin (Shining Knight)4
LG Small Humanoid (Gnome)
Hero Points 3
Init + 0; Senses Low-Light Vision; Perception + 0


DEFENSE

AC 20, touch 11, flat-footed 20   (+ 8 armor, + 1 shield, + 1 size)
hp 43/43 (4d10 + 12)
Fort + 11, Ref + 6, Will + 6
Defensive Abilities Defensive Training

OFFENSE

Spd 15 ft.
Melee Javelin + 4 (1d4 + 3/20/x2) and
   Lance + 8 (1d6 + 3/20/x3) and
   MW Scimitar + 8 (1d4 + 2/18-20/x2) and
   Warhammer + 7 (1d6 + 2, 20/x2) and
   Shield, Light Steel + 7 (1d2 + 2/20/x2)
   Sap, + 7 (1d4 + 2/20/x2)
Special Attacks Smite Evil (2/day)
Spell-Like Abilities Dancing Lights (1/day), Detect Evil (At will), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Channel Positive Energy 2d6 heal or dmg undead in 30’ radius, costs 2 lay on hands.
Paladin Spells Known (CL 1, Grace (1/1)

STATISTICS

Str 14, Dex 11, Con 16, Int 11, Wis 7, Cha 18
Base Atk + 3; CMB + 4; CMD 14
Feats Mounted Combat, Ride by attack
Traits Blessed by Deams [Gate Pass]: Knowledge: Religion, Deft Dodger, Blade of the Resistance [Gate Pass, + 2 Att & Dmg to Fav Enemy
Skills Acrobatics – 7, Climb – 2, Diplomacy + 9, Escape Artist – 7, Fly – 5, Perception + 0, Ride 7, Swim – 5
Languages Common, Gnome, Sylvan
SQ Aura of Good (Ex), Cold weather outfit, Gnome Magic, Illusion Resistance
Combat Gear + 1 Lance, Javelin, Scimitar, Warhammer, Hide, Agile Half Plate Shield, Light Steel; Other Gear Backpack (18 @ 24.165 lbs), Blanket, winter, Block and tackle, Cold weather outfit, Crowbar, Water Skin(2), Flint and steel, Hammer, Piton (3), Rations, trail (6), Wandermeal(6), Rope, silk (100 ft.), Sack (empty), Sunrod (2), Torch (4), Potion Cure Light Wounds(1), Whetstone, Potion Expeditious Retreat, Potion Belt Pouch

SPECIAL ABILITIES

Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Size Mod (Ex) +1 to AC and to hit, -1 to CMB and CMD, + 4 to stealth.
Cold weather outfit + 5 Fort save vs. cold weather.
Dancing Lights (1/day) (Sp) With Charisma 11 +, cast Dancing Lights once per day.
Defensive Training + 4 dodge bonus to AC against monsters of the Giant type.
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Ghost Sound (1/day) (Sp) With Charisma 11 +, cast Ghost Sound once per day.
Gnome Magic + 1 to the save DC of all illusions spells you cast.
Hatred + 1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes.
Illusion Resistance + 2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mounted Combat Once per round, make ride check to avoid hit on mount.
Prestidigitation (1/day) (Sp) With Charisma 11 +, cast Prestidigitation once per day.
Smite Evil (2/day) (Su) + 3 to hit, + 4 to damage, + 3 deflection bonus to AC when used.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Divine Grace + Char mod to saves
Skilled Rider No check penality, mount gets + Finn’s Char mod to saves.
Blessed by Deams [Gate Pass] get Knowledge: Religion, reroll save (1/1) per day.
Lay on Hands Heal 2d6, rmv fatigued, 5/5 per day.

Bio:

Finn has light brown skin, fiery red hair and dark brown eyes, sports a black hat that is flat on top and a yellow scarf. The armor he dons is a dark colored hide with earthy yellow stripes. More often than not, he has a least one hand on a sharp looking lance, ever at the ready.

Finnwick Throkenderhausen is a gnome of gigantic proportions, standing 3’6” tall. He has light brown skin, fiery red hair and dark brown eyes. He sports a black hat that is flat on top and a yellow scarf. The armor he dons is a dark colored hide with earthy yellow stripes. More often than not, he has a least one hand on a sharp looking lance, ever at the ready.

Finn’s father was gaffer, his father’s father was a gaffer and of course Finn was expected to become one too. In the gnome Tinker Clan of Sindaire, a craft was a source of pride, identity and necessity. Unfortunately for Finn, he could not master his families’ craft. Despite countless hours of his father trying to teach him the art of glassblowing, the results were very disappointing, often resulting in blow-through in the intended flask, jar or cup. His father would often say “Finnwick! What is wrong with you? You can’t tell the difference between a blow pipe and a wind pipe!”

Soon the other children picked up on the fact that Finn had no craft. As a result he got teased mercilessly. The other children, who also seem to have a better handle on the magic common among the race, used it to torment poor Finn. They often magically hurled objects, like pebbles, rocks and hammers, towards him. As a matter of self preservation, he became better at dodging in general (Trait: Deft Dodger).

One thing Finn did like was bugs, more specifically hornets. He was fascinated by their ability to fly quickly in for the attack, sting their prey and haul it off to feed its young. Such speed, deadliness and dedication were traits he hoped to have one day.

It was a dark day when the Tinker Clan spied a Ragesea patrol traveling through the forest. Gnomes being gnomes decided to play a prank on them, which involved loosening their saddles and creating a horrifying, at least to the patrol, illusion of a huge angelic beast. It caused the soldiers, and Inquisitor, to race for their mounts to either flee or form up a line for an attack. When they mounted up, they were unceremoniously dumped into the mud, to the delight of the clan as it observed the whole proceedings. Then came an uproarious laughter from the clan that gave them away. The soldiers were not amused and gave pursuit, but the crafty gnomes escaped.

After reassembling themselves, the patrol began to track down the clan. When they caught up to the clan, Finn was out in the forest observing a hornet building a nest. When he came back to the caravan, a scene of smoke and destruction filled his eyes. Many gnomes were dead, hung from trees and tortured in gruesome ways, typical of an Inquisitor. Others simply disappeared, either carried off or thrown in to a cave to be devoured by what lurks below terra firma. That was the last time he saw anyone from his clan. Ever since then a hatred for Ragesea, especially Inquisitors, has burned in his heart.

One other living thing did survive the attack; a baby chick. Finn took it as a sign from one of the gods. He adopted it as his friend and companion and named it Quinn. They set off together on the battle for survival and to try to find their place in the world. Because there was no one else, he would oft times find himself talking to the chick.

Finn and Quinn stumbled through the country side, only surviving due to Finn’s unusual hardy nature. They finally blew into Gate Pass City, barely noticed by anyone. Now Quinn was a full grown chicken To ease their suffering, Finn naturally gravitated towards the temples of the city (Triat: Blessed by Dreams). There he met a cleric of Sarenrae, the Healing Flame. The cleric was very understanding of his idiosyncrasies and helped him see the good in the world and its interminable struggle against evil. At that point, he dedicated himself to the struggle and vowed to be the Crazy Hornet, with a chicken sidekick, stinging evil at every turn in the name of the Dawn Flower.

Finnwick Throkenderhausen

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