Arnistolientar Popswicker

Barnaby Bastien Bridge's page

450 posts. Alias of Dorian 'Grey'.


Full Name

Barnaby Bastien Bridge

Race

Gnome

Classes/Levels

Mesmerist (Vexing Trickster) 1 AC 18 (T14FF15) CMD 12| hp 11/11| Saves Fort +2 Ref +5 Will +1| Low-Light Vision Perception +5 | Init: +3 | Status:

Size

Small

Alignment

NG

Languages

Gnome, Common, Sylvan, Halfling, Infernal

Strength 12
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 8
Charisma 16

About Barnaby Bastien Bridge

Background Questions:

1. What is your character’s name?
Barnaby Bastien Bridge

2. How old is your character?
20

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Barnaby Bastien Bridge

Barnaby is roughly 3' tall. The gnome has the usual characteristics of his Ancestry. He wears spectacles and he wears entertainers clothing while reciting his manuscripts in the Park.
Barnaby is a Librettists. He is often seen fiddling with many pieces of parchment. He had high hopes of producing an opera but....

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
His voice is excited and his speech fast!

5. Where was your character born? Where were you raised? By who?
Kintargo. His parents.

6. Who are your parents? Are they alive? What do they do for a living?
Father Tobyn Tardis Bridge (Engineer) and Mother Felicia Faith Bridge (Seamtress). Both parents were employed at the Opera House.

7. Do you have any other family or friends?
Many relatives around and in Kintargo.

8. What is your character’s marital status? Kids?
Single and way too young!

9. What is your character’s alignment?
NG

10. What is your character’s moral code?
He tries to live a Good life. He enjoys others enjoyment with art in all forms.

11. Does your character have goals?
To write the Great Golarion novel!

12. Is your character religious?
No

13. What are your character’s personal beliefs?
Life is to be enjoyed by ALL!

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
He may tend to ramble on and on and on and...on...and...on...

15. Why does your character adventure? Why would you join the rebellion?
Adventure?! Perhaps a bit of political satire but adventures, you say?Really not adventurous except my writing...why do you ask?

16. How does your character view his/her role as an adventurer?
He has the personality to sway and the skills to get to places he probably (but hey!) shouldn't get into to...

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
No

18. How does your character get along with others?
The more the merrier!

19. Is there anything that your character hates?
Oppression!

20. Is there anything that your character fears?
Continuation of Oppression!

Backstory:

Standing alone loosely holding a stack of loose parchment, the orange hair colored gnome's blue eyes begin to crease in disappointment. Across from the Opera House, the bludgeoning building of activity quite raucous and real being displayed before him, Barnaby Bastien Bridge sighs.
I don't suppose that this new Mayor likes Opera.

Sadly witnessing the wasted efforts of the last year, the aspiring Librettist just watches as his dream becomes a Hell right before his moistening blue eyes.
Perhaps, I shall take an early evening walk. For exercise of course. Only for exercise....

The gnome turns to smile at Aria Park across the way....

Staying up on Current Events:

Public protests are a
great place to gather inspiration and information alike,
more so from those who are being protested against
than from the protesters themselves. You’re heading
to the Aria Park protest primarily to watch people, but
also to make sure you stay up to date on current events.
Things have a way of happening at politically charged
public gatherings, after all, and you’d kick yourself if
you missed the protest and something big happened.
Beyond listening for rumors, it might be an interesting
opportunity for you to rabble-rouse a bit, either by
making a performance or simply using diplomacy to
sway or guide the crowd’s frustration and anger. You
gain a +2 bonus on all Diplomacy and Perform checks
made during the protest itself.

Crunch:

Barnaby Bastien Bridge
Male Gnome Mesmerist (Vexing Trickster) 1
NG Small humanoid (gnome)
Init +3; Senses Low-Light Vision, Perception +5
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 15 (+4 armor, +0 shield, +1 size, +0 deflection, +3 Dex, +0 natural, +0 dodge)

hp 11(1d8+3)
Fort +2, Ref +5, Will +1
+2 racial bonus on saving throws against illusion spells or effects.
+2 racial bonus on saves to resist death effects.
+2 trait bonus on all saving throws against fear effects.
--------------------
Offense
--------------------
Speed 20 ft.
Melee Scorpion whip +4 1d3+1 Critical x2; Type S; Special disarm, reach, trip
Ranged

Special Attacks/Qualities:
Keen Senses
Gift of Tongues
Fey Fortitude
Genial Magic
Explorer
Illusion Resistance
Consummate Trickster (Ex):
hypnotic stare
knacks
mesmerist trick 4/4
(Fearsome Guise)
painful stare +1 or +1d6+1
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 14, Int 10, Wis 8, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats Weapon Finesse, Combat Expertise(b)
Class Skills
The Mesmerist's class skills are Appraise (Int), Bluff (Cha)+9(1), Craft (Int), Diplomacy (Cha)+8(1), Disguise (Cha)+8(1), Escape Artist (Dex), Intimidate (Cha)+7(1), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Knowledge (local) (Int)+6(1), Knowledge (nobility) (Int), Knowledge (religion) (Int), Linguistics (Int)+5(1bg), Perception (Wis)+5(1), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex)+8(1bg), Spellcraft (Int), Stealth (Dex)+8, and Use Magic Device (Cha). Climb (Str)+2

Skill Points at each Level: 6 + Int modifier.

Trait: Gifted Satirist, Threatening Defender, Illusion Obsession
Languages common, gnome, sylvan, Halfling, Infernal
Favored Class: +1hpx1
SQ
Other Gear
Entertainers outfit
Lamellar (leather)
Pathfinder's kit
Caltrops 3/3
Grappling hook

Tracked Resources
--------------------

Wealth gp 180/ gp Current gp 73 sp 7

Spells:

+1 DCs Enchantment
+1 trait bonus to your caster level when casting illusions in the figment subschool.

Knacks
1. Daze
2. Lullaby
3. Haunted Fey Aspect
4. Light

1st 2/2
1. Sleep
2. Silent Image

spell-like abilities: 1/day—charm person, guidance, message, and prestidigitation

Mesmerist Tricks:

Fearsome Guise (Occult Adventures pg. 40): A veil of illusion makes the subject appear to be someone else and then transform into a hideous monster at an opportune time. While this trick is implanted, the subject’s appearance is altered, as disguise self. The mesmerist can trigger this trick when the subject attacks a creature. The illusory appearance briefly makes the subject appear monstrous, then ends. The mesmerist attempts an Intimidate check to demoralize the target of the triggering attack. The restrictions on attempts to demoralize a target (the target being within 30 feet and able to see and hear the creature attempting the Intimidate check) apply to the subject of the trick. This is an illusion (glamer) effect.

Race:
Gnome Racial Traits
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their enthusiastic attitudes make 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 on combat maneuver checks and to their 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.
Gift of Tongues
Source Advanced Race Guide pg. 32, Advanced Player's Guide pg. 15
Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
Genial Magic
Source Heroes of the High Court pg. 14
Gnomes with this racial trait add 1 to the DC of saving throws against enchantment spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—charm person, guidance, message, and prestidigitation. 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. This racial trait replaces gnome magic
Explorer
Source Advanced Race Guide pg. 32
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 (Local) of their choice. This racial trait replaces hatred and obsessive.
Illusion Resistance: Gnomes get a +2 racial bonus on saving throws against illusion spells or effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Fey Fortitude
Source Heroes from the Fringe pg. 16
Gnomes with this racial trait are infused with a connection to life. They gain a +2 racial bonus on saves to resist death effects.
This replaces weapon familiarity.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Traits:

Gifted Satirist (Campaign)
Source Hell's Rebels Player's Guide pg. 11
You grew up among Kintargo’s performers and entertainers. Perhaps your parents or older siblings were singers at the Kintargo Opera House, or maybe you simply had to make ends meet as an orphan of the streets by busking. Whatever the case, you’ve long been exposed to the practice of cloaking scathing political commentaries in the form of harmless entertainment. Whether you conceal your satire in the form of novels, plays, screeds, or public letters, you’ve yet to make a name for yourself as a political presence in Kintargo—but in time, you hope to change that!

You gain a +1 trait bonus on Linguistics checks, and Linguistics is always a class skill for you. In addition, your irreverent attitude grants you a +2 trait bonus on all saving throws against fear effects.

Threatening Defender [Combat]
Source Cheliax, Empire of Devils pg. 19
You know how to avoid a blow while still maintaining your offensive posture. When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.

Illusion Obsession [Race]
Source Dirty Tactics Toolbox pg. 22
Requirement(s) Gnome
After realizing the great potential of illusions—particularly figments—for use in pranks, you became obsessed with studying their properties and better methods to cast them. You gain a +1 trait bonus to your caster level when casting illusions in the figment subschool.

Equipment:

Entertainer's outfit
Source Ultimate Equipment pg. 89, PRPG Core Rulebook pg. 159
Price 3 gp; Weight 4 lbs.
Category Clothing
Description
This set of flashy—perhaps even gaudy— clothes is meant for entertaining. Entertainer’s outfits come in a wide range of styles, from scandalous to flattering to absurd. While the outfit looks whimsical, its practical design does nothing to inhibit your ability to tumble, dance, walk a tightrope, or run (if the audience turns ugly).

Pathfinder's kit
Source Pathfinder Society Primer pg. 7, Pathfinder Society Field Guide pg. 47, Ultimate Equipment pg. 57
Price 12 gp; Weight 22 lbs.
Category Kits
Description
This kit consists of a backpack, a bedroll, a belt pouch, a clay mugUE, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of stringAPG, 50 feet of thread, a week’s worth of trail rations, a waterskin, and a whetstone. For Small creatures, the weight of a Pathfinder’s kit is 7–1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.

Mesmerist's kit
Source Occult Adventures pg. 249
Price 35 gp; Weight 26-1/2 lbs.
Category Kits
Description
This kit includes a backpack, a bedroll, a belt pouch, an entertainer’s outfit, flint and steel, a hypnotist’s locket, ink (1 ounce), an inkpen, an iron pot, stationeryUE, torches (10), trail rations (5 days), and a waterskin.

Scorpion whip
Source Ultimate Equipment pg. 20, Legacy of Fire Player's Guide pg. 23, Adventurer's Armory pg. 4, Ultimate Combat pg. 144
Statistics
Cost 5 gp Weight 3 lbs.
Damage 1d3 (small), 1d4 (medium); Critical x2; Range —; Type S; Special performance
Category Light; Proficiency Exotic
Weapon Groups Flails

Hammer
Source Ultimate Equipment pg. 57, PRPG Core Rulebook pg. 158
Price 5 sp; Weight 2 lbs.
Category Adventuring Gear
Description
If a hammer is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a spiked gauntlet of its size.

Iron spike x5
Source Ultimate Equipment pg. 57, Advanced Player's Guide pg. 181, Adventurer's Armory pg. 19
Price 5 cp; Weight 1 lb.
Category Adventuring Gear
Description
This foot-long iron spike is used to keep doors open or closed and to secure ropes for climbing. Hearing a spike being hammered in requires a DC 5 Perception check

Feat Progression:

@2nd Combat Expertise
@3rd Blind-Fighting
@5th Moonlight Stalker
@7th weapon focus (whip)
@9th whip mastery