About Barnaby Bastien BridgeBackground Questions:
1. What is your character’s name? Barnaby Bastien Bridge 2. How old is your character?
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
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.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
5. Where was your character born? Where were you raised? By who?
6. Who are your parents? Are they alive? What do they do for a living?
7. Do you have any other family or friends?
8. What is your character’s marital status? Kids?
9. What is your character’s alignment?
10. What is your character’s moral code?
11. Does your character have goals?
12. Is your character religious?
13. What are your character’s personal beliefs?
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
15. Why does your character adventure? Why would you join the rebellion?
16. How does your character view his/her role as an adventurer?
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
18. How does your character get along with others?
19. Is there anything that your character hates?
20. Is there anything that your character fears?
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.
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.
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)
Special Attacks/Qualities:
Skill Points at each Level: 6 + Int modifier. Trait: Gifted Satirist, Threatening Defender, Illusion Obsession
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
1st 2/2
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]
Illusion Obsession [Race]
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
Mesmerist's kit
Scorpion whip
Hammer
Iron spike x5
Feat Progression:
@2nd Combat Expertise @3rd Blind-Fighting @5th Moonlight Stalker @7th weapon focus (whip) @9th whip mastery |