Character time! [hider=Core Info][b]Name:[/b] Patty O'Flaherty [b]Age:[/b] 72 (in Gnome years, comparable to late 20's) [b]Race:[/b] Forest Gnome [b]Gender:[/b] Female [b]Sexuality:[/b] Pansexual [b]Class:[/b] Arcane Trickster (Rogue)[/hider] [hider=Appearance][center][b][u]Style[/u][/b] [img]http://4.bp.blogspot.com/-A6aOngIc1LQ/VLfwoTNRtNI/AAAAAAAADP0/60E-3K0QTy0/s1600/Steampunk_Girl_by_ZoeStead.png[/img][/center] Patty O'Flaherty, being a Gnome, is quite tiny and short in stature. She stands at a minuscule 3'3" and weighs a meager 54lbs sopping wet, childlike in appearance from her infectious smile to the casual way she swings her feet when she walks like a bored march. Her skin is a soft peach color and doused in freckles, her face naturally blush. She wears her long, ginger hair in downward pigtails that trail to her hips kept under a sloping bandanna she covers one eye with when stepping indoors out of habit. Her emerald eyes are quite lively, either eyeing the most entertaining thing present or the shiniest. She dresses like a sailor at most times out of habit as well. Her easily-identified coat is rarely without her and underneath she sports a sleeveless black and white horizontally striped shirt. Canvas cargos are tucked into leather buckled boots for utility and a sash winds its way about her waist. Depending on if she's out and about or relaxing in the inn, she'll often be covered in all manners of belts holding curious like blinding sand or heaps of daggers.[/hider] [hider=Weapons][b][u]Stabby Things[/u][/b] [b]Dual "Longswords":[/b] Not so long Longswords. Short Longswords, if you will. Medium swords. These two actuallyShortswords are about 2 feet in length from blade to hilt, give or take an inch. Around as long as parrying daggers, just about. Neither are very special aside from sentimental value and well-loved at that. Despite bearing no chips the sheen has been long lost to tarnish and there are scratches along the blades though they remain as sharp as the day they were forged. The blade Patty prefers to weild in her left hand is hung at her right hip in a mere leather blade sheath, appearing more like a cutlass with a slight curve to the metal and a knuckle guard covering the grip. This is the stabbing-iron she started learning with, and she knows it like the back of her hand. The sword she takes in her right hand rests slanted along her back in a wooden sheath and is much more straight and Celtic in design. Patty had taken this blade from a collector and took a liking to its look and feel. [b]Daggers. Looooootsa Daggers:[/b] Like, at least a dozen daggers. Probably a baker's dozen. These can be found throughout her person. A knife in her boot, a few dangling off her belt, one up each sleeve, some in her coat pockets, more still on a bandolier across her chest. The girl's pretty much covered in sharp pointy objects. If you picked her up and shook her fairly hard she'd probably drop a few from places you wouldn't even think to check. Good for stabbing things, throwing them at things, cutting things, peeling fruit, and opening bottles of mead. [b]Goody Bag:[/b] Patty's self-proclaimed "Bag of Tricks" is filled with all manner of nasty surprises thieves make use of. Caltrops, ball bearings, vials of oil, smoke bombs, rocks, if it can be used to annoy or escape it's in there. Though she's limited in supply of what she carries she has a few of each item on her at most times and restocks as soon as she's able. [b]Alchemist's Fire:[/b] For when it absolutely positively needs to die. These volatile bombs pack a punch and burn at white-hot temperatures, being reserved for only the toughest of bastards that don't know when to hit the dirt after a good kidney shanking. The recipe is based around Greek Fire and sticks to surfaces, burning for quite a while with the intensity to melt skin from bone. Don't use indoors. She has a total of three of these and they're hard to get ahold of, so each one needs to count. They're safely stored within a small wooden box with an Arcane Lock packed with sheep's wool to make sure they don't go off prematurely and fry her to a crisp.[/hider] [hider=Armor][b]Anti-Stabby Thing:[/b] [i]Seafarer's Coat:[/i] This special coat was custom-made for Patty, sewn for comfort, protection, and stealth. Dark brown in color the leather is treated to be highly water resistant, great for taking an impromptu dip in the ocean or standing out on the deck all night in the rain wishing someone else could navigate a storm. Not only that, it's warm in the winter and breathes in the summer, dark enough to fade into the wood or shadows, and comes with many secret little pockets and zippers to hide things for... reasons. Non-reflective buckles can tighten up the sleeves and close the coat for when the wind picks up and the back is branded with a flag in the breeze superimposed over crossed anchors. But why this coat was special ordered was to act like armor without looking like armor. The leather is thick and tough around the chest and back with rivets and metal strips like splint mail sewn between the inner and outer layers but without making the annoying clinking noises. The high collar is even reinforced with bronze to offer neck protection, but the entire thing is light-weight. At least comparably so, it weighs about four pounds. At a glance and even on closer inspection it doesn't look like armor at all, most people couldn't even tell unless they attempted to punch her in the back and hit a rivet. Functionally it offers the same protection as studded leather with a lot more style to it.[/hider] [hider=Personal Trinkets][b][u]My Stuff and Junk[/u][/b] [i]Fisher:[/i] Fisher is Patty's best friend and decade-old Saint Bernard hound. He's a faithful, lovable dog if a bit lazy and content to lounge around all day. Needy too. Fisher was the old ship dog from Patty's last schooner, [i]Charlemain[/i], and nobody really wanted the layabout except for Patty and thus she took him with her nearly four years back. He got his name for being exceptionally dumb, if you threw a chicken bone off the deck of the ship no matter how quick it was moving he'd always jump overboard to nab it and the crew would have to fish him up. He's not bred or trained for combat nor can he track and his sense aren't the keenest, but Patty would kill a whole platoon in their fitful sleep for that dog. [i]Lockpick Set:[/i] What's a Rogue without their toolkit? This set has gained some nifty little tools over Patty's storied career. The basic files and implements, a mirror on a handle, some twine, sawdust, clamps, screwdrivers, wedge, chisel, and small diamond used for glass-cutting make up this kit. [i]Length of Rope:[/i] You'd think that 40' of rope would take up more space, but not to a trained sailor. It's more knot than rope as paradoxical as that is and she can wear it like a sash over her small frame. The looping hitches make it easy to pull rope off of herself without unraveling the whole damn thing. [i]Dreamcatcher:[/i] A very worn and almost ancient dreamcratcher made from twigs and twine. The feathers it once bore have been worn down to a soft and frilly base, being stripped over time, and it looks as if it'd fall apart any second if not for some more recent twine wrappings. Nonmagical in nature, this is one of the crafts that Patty made in her childhood. She considers it her good luck charm and can't sleep without it. [i]Black Pearl:[/i] A black pearl earring worn in Patty's right ear. The black pearl is regarded as an ill omen for good reason: a sailor earns their the right to wear a black pearl earring when they are the only survivor of a shipwreck. Most sailors are superstitious and won't let anyone with a black pearl anywhere near them. Patty is the opposite, taking it as her rotten luck has been used up already and a way to honor her long-dead crew.[/hider] [hider=Short History][b][u]Things That I Probably Wasn't There For. You Can't Prove I Was.[/u][/b] Patty O'Flaherty... is not a real person. Technically. Her birth name was Garnet Pumperknickel, the daughter of a jewelsmith and a baker in the Greenwilds. Garnet was the eldest of four daughters and spent her youth watching over them as a big sister should, though this was a source of conflict. Not her actual caregiver skills, of course. Garnet took good care of her younger siblings. But she was never recognized for it, it was something she was expected to do. On top of that she wasn't good at either of her parents' professions either. Garnet couldn't follow the recipes for baking nor did she have the patience for jewel cutting. Instead she took to something where she could keep her hands busy at all times and re-do her mistakes: knot tying. Garnet made all sorts of things, from lanyards to dream catchers and even belts a few times but it still wasn't enough for her parents. No matter how much harder she worked she was considered "equal", no matter that she was the eldest or that she did more than her sisters who enjoyed goofing off all day as Gnomes were wont to do. After a particularly venomous spat with her mother over how the dishes should be dried which evolved into "I'm never good enough for you!" Garnet hitched a ride on a human merchant caravan leaving after a trade visit sometime in her 30's, still a child by Gnomish standards. Though she never returned home since, her community branded her an outcast and her family a disappointment to the name for leaving so abruptly. She stowed away expertly and wasn't discovered up until she'd made it onto a merchant ship bound for a foreign port where she was discovered. Not content to be treated like the child she thought she was, Garnet used her knot tying talents and diligent worker's attitude to man with the crew. Even though she wasn't nearly as strong as the others she was quick of wit and found ways that she could assist without getting in the way. When they reached port, rather than waste a voyage sending her back or release her to the streets, Cap'n Fulbright took her under his wing and became her mentor for some time. Garnet Pumperknickel would eventually take the human name of Patty O'Flaherty to separate herself from her old family as she matured into a competent deck hand. Patty would spend another decade aboard Cap'n Fulbright's [i]Night Mistress[/i] before she earned her black pearl. The [i]Night Mistress[/i] was besieged by Dwarvish pirates one night when the lookout fell asleep on watch and slaughtered the crew. Believing Patty to be a child, they tied her to a plank of wood and set her adrift rather than slit her throat there and then to leave themselves a cleaner conscience. It would be another two days before Patty would wash ashore near Ashmore. Penniless and hungry, Patty turned to theivery when she couldn't find work. No one was about to hire on a tiny Gnomish girl as their deck hand no matter how hard she worked or how good she was. She started by nicking a purse and enjoyed it a little to much. It was thrilling, mentally engaging, and good old-fashioned fun. She approached every mark as if she were scoring points in a game, undertook every heist as a contest of her wit and skill. Patty began teaching herself how to fight and take advantage of her magical ability to raise the stakes, taking riskier endeavors each and every time. Eventually she earned enough money from burglary to buy passage aboard a new ship, [i]Radiant Orchid[/i], where she worked her fingers to the bone despite not needing to. Her plan to get the captain to notice her aptitude worked and Patty found employment again under Cap'n Whistlecaw. Patty would spend the next thirty or so years alternating between the honest work of sailoring as a quarter master, deck hand, or navigator and the shady dealings of a low-down dirty thief when the work ran out before finding herself in the Drakenwald. She made a judgement error in trusting a wagon to take her down the Ebony Coast when the carraige-goers turned on her with daggers and swords and demanded coin. Obviously not knowing that they were dealing with someone who faced those odds often, Patty escaped the carraige whilst setting it ablaze and leaving no survivors. Or horses. Or carraige. Stranded along the Ebony coast she made another mistake: to take a shortcut through the Drakenwild to cut a few days off her trip to Endswall. The malovelent nature of the woods quickly saw her lost, surviving on skill and wit alone before stumbling upon the Hallows Inn.[/hider] [hider=Other][b][u]What I Do Cuz I'm Awesome[/u][/b] Patty is modeled after a 4th-Level Arcane Trickster and possesses the following abilities and specialties. If they're numerous it's because she's a Rogue. [i]Gnomish Cunning:[/i] Gnomes, being innatley magical, become accostomed to spells of all sorts. As they grow they're nearly constantly surrounded by magic and all have befallen a vicious sorcerous prank at some point or another. Gnomes as a whole and Patty included are resistant to mind-affecting magic that compels, deceives, or stupifies. That's not to say she's immune by far, but an evil Wizard will need to bring his A-game if he wants to brainwash the fiesty redhead. [i]Speak With Small Beasts:[/i] As a Forest Gnome Patty holds the inborne talent to speak a simple language shared by tiny creatures. Forest Gnomes are attuned to nature in a very intimate way and these small beasts can communicate with her simple desires such as giving directions and general ideas and her to them. Patty mostly uses this to talk to her dog Fisher. [i]Sneak Attack:[/i] While self-taught, Patty is no slouch in a fight, using a unique style of Gnomish fighting to get by in a scrab: stab them in the fleshy bits. Her form of combat is mostly deftly dodging incoming attacks with acrobatic accumen while going for the joints, tendons, and vital organs. That's not to say she [i]knows[/i] how to fight, she'd straight-up lose to anyone who was formally trained. Unless she got the drop on them or pulled out the dirty tricks, that is. [i]Cunning Action:[/i] Rogues need to be skilled to survive. They're not Fighters and magic isn't going to save them any time soon. One clean hit and they're down. That's why Patty has become practiced in her movements, able to multitask in combat and fluidly hide during a chase. Realistically she's more dextrous and quicker than the average humanoid since she can't afford to be slower. [i]Mage Hand Legerdemain:[/i] Arcane Tricksters are the culmination of a Rogue's fantasy: they can steal things just by thinking about them. When Patty casts Mage Hand it's invisible, unlike when a normal Wizard or Sorcerer casts it, and she's skilled enough with it to command it while doing other things with enough precision and control to pick locks while bladelocked in a fight to the death. [b]Magic - High Magic (Innate)[/b] Patty, being an Arcane Trickster and a Gnome to boot, is knowledgeable enough about magic to be competent with it. Gnomes are innately magical themselves and can cast spells from a very young age with no formal training and the Arcane Trickster takes this even further. While Warlocks sling spells gained from a patron, Sorcerers manifest through sheer force of will, and Wizards study their nerdy butts off to learn how to bend reality, Arcane Tricksters steal magical secrets from the universe. The Weave, the mystical aura that binds all planes, can be manipulated through rigorous mental exercise and deft incantations and hand signals. Unlike the Wizard who has to learn this, the Arcane Trickster just experiments and finds what works before refining it to be useful. Gnomes, already knowing how to cast spells, are well-suited to this style of learning. [u]Spells Known[/u] [i]Cantrips[/i] [list][*]Mage Hand - Summons a spectral hand to manipulate objects with the force of ethereal energy. Threshold of five pounds and 30 feet away. [*]Minor Illusion - The user makes either a small static image or visual effect or sound, which can be nearly anything in both categories. A limit of 60 feet of range however the user must concentrate to maintain the illusion. [*]Prestidigitation - Colloquially known as "Minor Wish", this spell does it all. It can heat or chill a cubic foot of matter, enough to make soup hot or stop that gellato from melting. It can create small handheld objects for nearly 10 seconds. It can clean your clothes or make someone else's dirty! Generate smells, tastes, and minor effects, you can't really go wrong with this spell! [*]Dancing Lights - Summons a quartet of hovering ghostly lights that move at the command of the summoner. Illuminates a small area much like a lantern but can't be put out in the rain. Also looks like ghostly auras. Rather good fun around Halloween.[/list] [i]First Level Spells[/i] [list][*]Color Spray - Blasts a cone of prismatic light that singes the retinas of anyone caught in the blast. Blind opponents are easier to stab in the kidneys. Kinda like a magical flash-bang, but rainbows! [*]Illusory Script - Hide magical secret messages only you or whoever you want can see! Your messages can even look like something else if you wish, or nothing at all! Can be overcome with Truesight, but who's gonna waste that? Good for marking trails and dishing on your friends behind their backs. Love you Becky, you're the greatest! [s]She's really not, I hate her fat knees.[/s] [*]Silent Image - The summoner makes a visual doppleganger or other visual effect, only this one can move and take action, it can even be pre-recorded. This is honestly useful for pulling pranks but also great escapes and staying alive while an opponent is distracted. [*]Longstrider - Makes the caster much, [i]much[/i] faster, but only in regards to running away from danger. Any Arcane Trickster who's just been caught's best friend.[/list] Patty's ability to cast spells besides those listed is incredibly limited, unlike traditional Wizards who can pick up some on a whim. She can try, but it's not guaranteed, though she may learn others later on. Her specialties are Illusion and Enchantment magic. [i]Life of a Sailor:[/i] Patty has spent most of her life on a ship, giving her a specialized skillset. While not very useful in the Drakenwald tying knots, navigating through stars and wildlife, and always being able to tell the time from the position of the sun is never not useful. [b]Fuck. Your. [s]Couch[/s] Rules.[/b][/hider] --Edited because I wrote this up at work where I can't access RPG and didn't realize I ripped off a good amount of someone else's trinkets. :/