Gimble

Fennrick Sagebottom's page

79 posts. Alias of Greycastle.


Race

Bard (Prankster) 4; Init +3; Perc +?; hp ??/??, Perform 13/13

Classes/Levels

Stats:
AC 20, T 15, FF 15, CMD 16; F +2, R +7, W +4

About Fennrick Sagebottom

Fenndrick Sagebottom
CG Gnome Bard (Prankster) 4
Init +3 Senses Low Light Vision Perception +6
Languages: Common, Gnome, Sylvan, Elven, Giant, Goblin, Dwarven

==DEFENSE==
AC 20/22 (FD), touch 15/17 (FD), flat-footed 15, (+1 size, +4 armor, +1 shield, +3 dex, +1/+3 dodge)
HP 17

Fort +2, Ref +7, Will +4
+2 vs Illusions
+4 vs Performance, Sonic, and Language Dependant effects
Armor: MW Chain Shirt (-1 armor check)
Shield: Buckler (-1 armor check)

==OFFENSE==
Spd 20 ft
Melee: (sm) Rapier +4/+0 (FD) 1d4 18-20/x2
- Fighting Defensively (FD) -4 att +2 dodge AC
Range: (sm) Short Bow +7 1d4 20/x3

==STATISTICS==
Str 11, Dex 16, Con 12, Int 13, Wis 10, Cha 17
BAB +3, CMB +2, CMD 16

Feats and Traits:

Feats:
(L1)Dodge, (L3)Lingering Performance

Traits:
-Vexing Defender (campaign) Fenn has always lived in the shadow of the Mindspine Mountains. He has trained to fight opponents larger than himself. A skill that has come in handy for more than just fighting giants.

-Magical Knack To Fenn magic is in his blood. Much like his mother and father, it comes to him naturally.

Skills:

Skill Points: 8 = ((6 +1 Int) * character level) + ((+1 favored class) * bard level)[/b].

Acrobatics: +3/7 = 0 ranks +3 Dex +1/5 trait -1 ACP (-2 w shield)
Appraise: +1 = 0 ranks +1 Int
Bluff(perform): +8 = see perform comedy
Climb: +5 = 1 ranks +3 class +0 Str +2 racial -1 ACP (-2 w shield)
Diplomacy: +3 = 0 ranks +3 Cha
Disable Device: N/A = 0 ranks +3 Dex -1 ACP (-2 w shield)
Disguise: +3 = 0 ranks +3 Cha
Escape Artist: +2 = 0 ranks +3 Dex -1 ACP (-2 w shield)
Fly: +2 = 0 ranks +3 Dex -2 ACP
Handle Animal: +3 = 0 ranks +3 Cha
Heal: +0 = 0 ranks +0 Wis
Intimidate: +8 = see perform comedy
Knowledge (any): +2 (untrained)
Knowledge (arcane): +6 = 1 rank +3 class +1 Int +1 bard
Knowledge (dungeoneering): +6 = 1 rank +3 class +1 Int +1 bard
Knowledge (local): +6 = 1 rank +3 class +1 Int +1 bard
Knowledge (nature): +8 = 1 rank +3 class +1 Int +1 bard +2 racial
Knowlege (nobility) +6 = 1 rank +3 class +1 Int +1 bard
Knowledge (planes) +6 = +1 rank +3 class +1 Int +1 bard
Knowledge (religion) +6 = +1 rank +3 class +1 Int +1 bard
Linguistics: +6 = 2 rank 3 class +1 Int
Perception: +6 = 1 ranks +3 class +0 Wis +2 race
Perform (oratory): +7 = 1 ranks +3 class +3 Cha
Perform (Comedy): +8 = 2 ranks +3 class +3 Cha
Ride: +2 = 0 ranks +3 Dex -1 ACP (-2 w shield)
Sense Motive: +0 = 0 rank +0 Wis
Sleight Of Hand: +6 = 1 ranks +3 class +3 Dex -1 ACP (-2 w shield)
Spellcraft: +5 = +1 ranks +3 class +1 Int
Stealth: +10 = 1 ranks +3 class +3 Dex +4 size -1 ACP (-2 w shield)
Survival: +4 = 1 ranks +3 class +0 Wis
Swim: +3 = 1 ranks +3 class +0 Str -1 ACP (-2 w shield)
Use Magic Device: +7 = 1 ranks +3 class +3 Cha

Equipment:

Current Weight: 22 lbs (w/o backback), 31 lbs (w backback)
Carrying Capacity
light 0-38 medium 39-76 heavy 77-115

Currency: 16g
==Self==
(sm) MW Chain Shirt 12 lbs
(sm) Buckler 2.5 lbs
(sm) Rapier 1 lbs
(sm) Short Bow 1 lbs

(sm) Backpack .5 lbs, Quiver 1 lbs, (sm) Explorer's Outfit 2 lbs

==Quiver== 2 lbs
25 arrows 1.75 lbs
3 Grappling Arrows .25

==Backpack== 10 lbs
- scroll of Knock
- flask of acid 1
- flint & steel
- (sm) Bedroll 1.25 lbs
- soap .5 lbs
- (sm) Waterskin 1 lbs
- (sm) Rations 3 days .75 lbs
- silk rope 50ft 5 lbs
- Coin Purse .5 lbs

Casting:

Bardic Performance Rounds/day - 13/13(current)
Caster Level - 4
Concentration Check Modifier - +8 (CHA+CL)

Spells Known -
0th - Detect Magic, Message, Read Magic, Mending, Mage Hand
1st - Cure Light Wounds, Hideous Laughter, Feather Fall

Spells Per Day -
1x per day Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals
1st - 4/4 current
2nd - 2/2

Racial Traits:

+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Explorer: Many gnomes are obsessed with seeing as much of the world as possible, rather than perfecting some specific talent or vocation. These gnomes gain a +2 racial bonus on Climb checks and checks for one Knowledge skill of their choice. This racial trait replaces hatred and obsessive.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Class Abilities:

==Class Abilities==
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.
Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Swap (Ex): A prankster can steal an object from a creature and replace it with another object of the same size or smaller that the prankster has in his hand. This functions as the steal combat maneuver, but the prankster does not provoke an attack of opportunity, and may use his Sleight of Hand check in place of his combat maneuver check. If the prankster's check exceeds the target's CMD by 10 or more, the target is unaware the swap has been made until it tries to use the swapped object or the end of its next turn (whichever happens first). This ability replaces lore master.
Jack-of-All-Trades (Ex): At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.

==Bardic Performance==
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

List of Bardic Performances:
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Mock (Su): At 1st level, the prankster can use his performance to cause one or more creatures to become furious with him. Each creature to be mocked must be within 90 feet, able to see, hear, and understand the prankster, and capable of paying attention to him. The prankster must also be able to see the creatures affected. For every three levels the prankster has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the prankster's level + the prankster's Charisma modifier) to negate the effect. If a creature's saving throw succeeds, the prankster cannot successfully mock that creature for 24 hours. If its saving throw fails, the creature is angered by the performance and seeks to harm the prankster. While the prankster maintains the mocking, the target takes a –2 penalty on all attack rolls and skill checks until it has successfully attacked the prankster with a melee or ranged attack, or has harmed the creature with a spell that deals damage.
Mock is an enchantment (compulsion) mind-affecting ability. Mock relies on audible and visual components in order to function. This ability replaces fascinate.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in herself, bolstering them against fear and improving her combat abilities. She receives a +2 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Punchline (Sp): At 6th level, the prankster can use his performance to tell a punchline to amuse a creature he has already mocked (see above), goading it into hideous laughter (as the spell). Using this ability does not disrupt the mock effect, but it does require a standard action to activate (in addition to the free action to continue the mock effect). A prankster can use this ability more than once against an individual creature during an individual performance.
Telling a punchline does not count against a prankster's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Charisma modifier) negates the effect. This ability affects only a single creature. Punchline is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components. This ability replaces the suggestion ability.
Mass Punchline (Sp): This ability functions just like punchline, but allows a prankster of 18th level or higher to use hideous laughter simultaneously against any number of creatures that he has mocked. This ability replaces the mass suggestion ability.

Appearance:

Fennrick stands 3ft tall with styled hair and a manicured goatee. His dark purple hair has dark green highlights blended in mostly around the roots of the hair. His skin is ever so slightly olive in apearance. He has a sharp chin and a sharper wit.

Personality:

Fenn is a confident, friendly fellow. Always one with a joke and protective of his friends. He loves good natured ribbing and playing little tricks on people he likes. He understands there is a line not to cross though and is always willing to own up and pay for/make up for any damage caused.

Background (short version):

Younger Years -
Fenn always knew he would follow in his fathers footsteps and be an adventurer. He figured out at an early age that he really enjoyed finding people's buttons to push. Getting under someones skin was a skill and he began to refine it.

Early Teens -
When Fenns father was killed fighting a dragon, he was devastated. He decided he would carry on his fathers legacy though and succeed where his father had failed. He began at this age to follow adventuring parties around while they were in town and offer to help with anything he could in order to learn.

Later Teens -
Fenn acted as a torch bearer for multiple adventuring parties all over the Mindspine. It was often hard for him not to get involved but he knew he was not ready yet. During this time he met a traveling entertainer that took him under his wing and began to teach Fenn in the arcane ways and how to turn his natural talent for poking fun at people into something extrordinary. During this time he traveled with a knight by the name of Sir Thorin Greycastle. Fenn looked up the him but was never a fan of the clergy and the dedication to become a holy knight. One day he thought he might be able to match his courage though.

Current – As a torch bearer, Fenn has accumulated a vast amount of knowledge that he intends to share with a group of adventures he is part of to ensure success in both wealth and acclaim.

Background (long version):

Fennrick's mother and father where both adventurers. His father a sorcerer of fey magics and his mother was an entertainer like himself. When his parents started their family, his mother retired. His father tried but adventuring can creep into your blood and be very hard to quit. Eventually the luck ran out for Fenn's father. Their adventuring group “The Company of the Drake” where investigating an old mine that kobolds had taken over. By the end though they realized that the creature's where merely servants to a greater power. The dragon was prepared for them when they entered his cavern. The Company of the Drake was forced to retreat. Fenn's father, Artemis, was at the rear of the party and it wasn't looking like they would make it out. The gnomish sorcerer is said to have turned and attempted to use stone shaping magic to try to close the cavern behind them but as he did so it caused the entire shaft to collapse on top of him. Unfortuneatly there was nothing the others could do for him but to escape and not let his sacrifice go in vein.

His childhood was well provided by the Company of the Drake. Artemis Sagebottom had saved them and they would go on to make sure his family was well taken care of. Fennrick grew up with stories of his father's heroics and the exciting tales of adventuring. It was no surprise to anyone that he wanted to follow his fathers footsteps as a professional adventurer.

When his father died, Fenn and his mother moved to Calphas to settle. The Drake's had provided well for them through the years and frequently visited but their careers as adventurers where coming to a close as well. They visited less and less and eventually stopped coming around. Fenn still has general ideas of where to find them but by his young teens he had lost touch with his parent's companions. With the lack of stories he decided to find new ones. He started watching for adventurers in town and approached them attempting to help them find safe places to stay, buy and sell wares, entertainment, etc. As he grew into his late teens he graduated from helping groups in town to offering his services on the road. He tended to camp fires, cooked, cleaned and sharpened weapons, even occasionally bore torches for groups that weren't getting into anything too dangerous. He did this for a small fee but mostly for experience. He learned much on the road. Exciting adventures and some tales of horror. He found a knack at this time in his life for making people laugh. Fenn began to hone his ability for jokes then too. Playing them to the crowd of people he would work for. Throughout the years he made a good name for himself and people would eventually come seeking him out as a torch bearer when groups would come into the area.

He met many types of people during this time of his life but one stood out. Sir Thorin Greystone. A knight from Vigil who had come into town with a group of adventurers. They hired Fenn to travel with them for a while. They were heading west into the Mindspine to track giant and orc movements. Fenn was delighted, he'd never been so far west. For a few months they traveled together. Fenn was amazed by the brave knight. His ability to ride into battle smiting foes with his greatsword. Fenn never felt fear when Sir Thorin was around, even during some of the more dangerous fights they were embroiled in. Sir Thorin and group “The Scarlet Blades” eventually slowed down though. The knight was promoted to an official position in Vigil. The others of the Blades moved on to other places. Fenn found himself ready to do what he'd been training for all his life. Seek out a group of like minded explorer's and find his fortune and glory. He'd heard reports of increased orc movements near the town of Tanau to the south west of Vigil, so he struck out for there. If he couldn't find adventure there, he would be amazed.


Advancement and Party Roll:

Advancement – Fenn will continue to improve his buff capabilities of the party and work on his own defensive options. His knowledge skills will continue to improve just by leveling. He also has plenty of skill points to do what I want to do with him skill wise. Occasionally picking up the 3 lvl PrC Chevalier.

Party Roll - Buffer, Secondary Healer, Badguy Instigator