Professor Johannes von Tritheim
Smart Hero 4th level; Grim Tales character
Professor Johannes von Tritheim appears as a young scholar. He was a university teacher until his own chambermaid accused him of witchcraft. He was prosecuted, and during the trial Johannes declared that it was but absurd to compare the idiotic tales of a stupid and ignorant domestic with the words of one of the empire's most brilliant minds. If the judges could not understand that, then Johannes would not afford to waste his time debating with inferior intellects. For some reason, these obtuse judges refused to acknowledge the obvious, and instead of condemning the chambermaid, threw Johannes into jail. Needless to say that even while being now a Panther Knight, Johannes has sworn to chastise the imbecile chambermaid whenever he gets the opportunity…
Background: Academic. Allegiance: Himself, Knowledge, Order of the Knights Panther (although not of his own choice…). Reputation: +2
Johannes von Tritheim: Human, Smart 4th-lvl. (hero)
Combat: Hit-points: 22; MAS 13; Initiative: +0; Speed: 30 ft.; Defense 11 (touch 11, flat-footed 10); BAB +2; Grap +3; Atk +3 melee (1d4, dagger), or +3 ranged (2d6, pistol); AP 7.
Saves: Fort +2, Ref +1, Will +5.
Abilities: Str 13 (+1), Dex 10 (+0), Con 13 (+1), Int 17 (+3), Wis 12 (+1), Cha 12 (+1).
Racial Traits: Human
Skills: Bluff +8, Craft (bookbinding) +8, Craft (calligraphy) +8, Decipher script +8, Forgery +8, Heal +8, Knowledge (arcana) +10, Knowledge (history) +9, Knowledge (local) +9, Listen +10, Profession (teacher) +6, Research +8, Spellcraft +13, Spot +10.
Talents: Linguist, Magical adept (arcane magic).
Feats: Alertness, Iron will, Personal firearm proficiency, Simple weapons proficiency, Skill familiarity (Heal), Skill focus (Spellcraft).
Languages: Riekspiel (native), Arcana, Classic.
Spells Caster level: 4 (with houserule); Spell burn resistance: 3; Spell list:
0-Level: Dancing Light, Detect Magic, Flare, Know Direction, Message, Prestidigitation, Read Magic, Repair Minor Damage, Resistance.
1-Level: Alarm, Comprehend Language, Grease, Obscuring Mist, Protection from Chaos.
2-Level: Protection from Arrows & Bullets, Spider Climb.
Equipment: sturdy clothing, dagger, MW pistol (plus powder and bullets for 20 shots), lantern and oil, parchment - ink - quill.
Note: Pistol (cost: 150gp, Damage: 2d6, critical: 20/x3, Range Inc: 30ft, Wt: 2 lbs, Type: P, Size: Medium). Ammo: bullets (10), 2gp, 1 lb