Giant Hunter

Dazzi Brimfiddler's page

1 post. Alias of Litejedi.


Full Name

Dazzi Brimfiddler

Race

Gnome

Classes/Levels

Druid 1 (Feyspeaker/Reincarnated Druid)

Gender

F

Size

S

Age

64

Alignment

NG

Deity

Picoperi

Location

Sandpoint

Languages

Common, Draconic, Druid, Giant, Gnome, Sylvan, Varisian

Occupation

Animal Trainer

Strength 8
Dexterity 14
Constitution 15
Intelligence 14
Wisdom 14
Charisma 17

About Dazzi Brimfiddler

Spoiler:
Dazzi Brimfiddler
Female gnome druid (feyspeaker/reincarnated druid) 1 (Pathfinder RPG Ultimate Intrigue 26, Pathfinder RPG Ultimate Magic 39, Ultimate Wilderness 212)
Age: 64
Eyes: Green, Hair: Varies, Skin: Nutty brown
Worships: Picoperi
NG Small humanoid (gnome)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +6
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Defense
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AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 10 (1d8+2)
Fort +4 (+4 vs. disease and poison), Ref +2, Will +4; +2 vs. illusions, +2 bonus vs. fear and despair
Resist fire 1
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Offense
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Speed 20 ft.
Melee club +0 (1d4-1) or
. . dagger +0 (1d3-1/19-20)
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—ghost sound (DC 15), grease, silent image (DC 16)
Druid (Feyspeaker) Spells Prepared (CL 1st; concentration +4)
. . 1st—beguiling gift[D,APG] (DC 14), heightened awareness[ACG], recharge innate magic[ARG]
. . 0 (at will)—guidance, mending, stabilize
. . D Domain spell; Domain Monkey domain[UM]
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Statistics
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Str 8 (-1), Dex 14 (+2), Con 15 (+2), Int 14 (+2), Wis 14 (+2), Cha 17 (+3)
Base Atk +0; CMB -2; CMD 10 (8 vs. dirty trick)
Traits family ties - campaign (RotRL) - bonus to knowledge (local), trickster - magic/racial/gnome - +1 caster level for some illusion effects, voices of solid things (witchmarket) - regional - disable device as class skill and may use charisma instead of dexterity for disable device
Feats Spell Focus (illusion) +1 on DC of opponents save vs illusion.
Skills
Acrobatics +8 (+4 to jump) - +1 rank, +3 class skill, +2 dexterity, -1 ACP, +3 untyped (familiar)
Bluff +7 - +1 rank, +3 class skill, +3 charisma
Climb +2 - +1 rank, +3 class skill, -1 strength, -1 ACP
Handle Animal +7 - +1 rank, +3 class skill, +3 charisma
Knowledge (local) +7 - +1 rank, +3 class skill, +2 intelligence, +1 trait (family ties)
Knowledge (nature) +6 - +1 rank, +3 class skill, +2 intelligence
Perception +6 - +1 rank, +3 class skill, +2 wisdom
Sense Motive +6 - +1 rank, +3 class skill, +2 wisdom
Sleight of Hand +5 - +1 rank, +3 class skill, +2 dexterity , -1 ACP
Survival +6 - +1 rank, +3 class skill, +2 wisdom
FCB: Resist Fire 1
Languages Common, Draconic, Druidic, Giant, Gnome, Sylvan, Varisian
SQ eternal hope[APG], monkey athletics, naive, nature bond (Monkey domain[UM]), nosophobia, wild empathy +4, wild mischief +4
Combat Gear paper candle firework[UE] (8); Other Gear hide shirt, heavy wooden shield, club, dagger, canteen[UE], holly and mistletoe, manacles, masterwork backpack[APG], spell component pouch,

Inventory Weight and Load - up to 22.5 light/up to 45 medium/up to 67.5 heavy

Current Load - 22 lb

11 gp, 6 sp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Druid (Feyspeaker) Domain (Monkey) Granted Powers: The balanced wisdom, skill, agility, and playfulness of the monkey are the model for your spiritual discipline.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Fire (1) You have the specified Energy Resistance against Fire attacks.
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Familiar Bonus: +3 to Acrobatics checks You gain the Alertness feat while your familiar is within arm's reach.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Monkey Athletics (+1, 5/day) (Su) Add +1 to an Acrobatics, Climb, Disable Device, or Sleight of Hand check.
Naive -2 to AC vs. improvised weapons.
Nosophobia Gain +4 bonus on Fortitude saves vs. diseases and poisons.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Mischief +4 (Ex) Fool an animal into thinking food/made/predator near, as if using Bluff.

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Jembi CR –
Monkey (prankster) (Pathfinder RPG Bestiary 132)
CG Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +5
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Defense
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AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 5 (1d8)
Fort +2, Ref +4, Will +3
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Offense
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Speed 30 ft., climb 30 ft.
Melee bite +4 (1d3-4)
Space 2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 1st; concentration -2)
. . At will—ghost sound (DC 7), mage hand, prestidigitation
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Statistics
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Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +0; CMB +0 (+2 dirty trick); CMD 6 (8 vs. dirty trick)
Feats Improved Dirty Trick[APG], Weapon Finesse
[b]Skills
Acrobatics +14, Bluff +1, Climb +14, Handle Animal -2, Knowledge (local) -1, Knowledge (nature) -1, Perception +5, Sense Motive +2, Sleight of Hand +6, Survival +2; Racial Modifiers +8 Acrobatics
SQ autonomous link, empathic link
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Special Abilities
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Autonomous Link (Ex) Hide feeling and project a false emotion (with Bluff check) to master through empathic link.
Climb (30 feet) You have a Climb speed.
Empathic Link (Su) You have an empathic link with your master.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Background:

Spoiler:
Dazzi Brimfiddler

1) Dazzi grew up deep in the Fangwood in a large family of forest gnomes that lived harmoniously with the local fey, learning bits of magic from the local faerie dragon, grig, sprite, and pixie population. When the corrupted dryads forces crept out of their dark hole within the forest, she was forced to flee West as a refugee with her remaining family, as Varisia was the only place that was moderately safe in the area.
2) Dazzi's hair changes color every day, but is often a natural reddish color. She usually dyes it herself using natural materials she scrounges up. Her eyes are green and skin is a nutty brown. She is unlike many other druids, as is extremely tidy without the typical layer of "druid grime" one might expect.
3) During her escape, most of Dazzi's family fell ill from an unknown sickness caused by the feyblight of the Fangwood, and perished. It was only through discipline and abstemious behavior that she didn't get sick as well. She was separated from her surviving family by a terrible storm while fording a river, and washed up many miles away to the south. A kindly Varisian family, the Donceanus, took her in, and nursed her back to health as they traveled north in their wanderings. When she was well enough, she asked to return to find her family at the fording, but there was no trace of their passing
4) Dazzi was dejected, but as repayment for the kindness of the Varisians, she stayed on with them to help manage their animals and forage for food. She learned a bit about subterfuge from the Donceanus and managed to earn her keep. The Donceanus have a loose familial relationship with that Scarnazi crime syndicate, through they managed to mostly keep their hands clean and actions legal.
5) While Dazzi was traveling with her new family, she aged slowly and they all managed to age very quickly (compared to her) and eventually when matured into young adulthood she felt some of the wanderlust common to Gnomes on Golarion. Dazzi made her way to Magnimar and lived on the street doing performances augmented by her faerie magic. She became friends with other street performers, including an older homeless human man, Nicolas, with a performing monkey, Jembi. Nicolas passed away from natural causes and Jembi took a liking to Dazzi and started following her around. Dazzi bonded with Jembi and they have become inseparable friends, with Jembi helping with performances and occasionally pilfering them times are lean. Dazzi tries to only steal from people she thinks deserve it, which tends to limit her marks considerably, but is capable when necessary.

Step 2: Goals
1) Dazzi would like to reunite with her family at some point, she's hoping to become powerful enough to track them down with divination magic.
2) Dazzi would like to become strong enough to give up begging and performing, and maybe strike back at some unnatural abominations in the world that have taken so much from her.
3) I'd like Dazzi to become a powerful caster and be able to leverage her skills to contribute to an adventuring party. I'd also like to morph Jembi into a Faerie dragon at level 7 with the Improved Familiar feat. I'd also like to get eldritch heritage and a feytouched animal companion, and have a menagerie of silly beasts (much easier to wrangle in a pbp setting I think).

Step 3: Secrets!
1) Dazzi has a strong connection to resist death because she has died once before, as a baby. She was reincarnated once by her family, and into the form of a Golarion gnome, despite the fact that her family are extraplanar gnomes from the first world.
2) Dazzi's family settled in Egan's forest in the outskirts of Sandpoint, and assumed she was lost forever in the flood. They were never able to track her down, and are afraid of most civilized places on Golarion.

Step 4: Relationships
1) Jembi - her monkey familiar that she loves. Jembi is much more mischievous and prone to steal than Dazzi is, though this may just be a reflection of her subconscious. He may secretly be a faerie dragon (if allowed).
2) The Scarnazi crime family - the Donceanus have old debts to their extended family that are coming due. Even though Dazzi isn't formally a Donceanu, the tenuous relationship is good enough to cause Dazzi to feel obligated when the Scarnazi call.

Step 5: Memories, quirks, and mannerisms!
1) Most of Dazzi's memories are of hardship and loss, for a young gnome she's had to deal with a significant amount of it. She's a little anxious about cleanliness and ensuring the proper place for everything, though this does not rise to a compulsive disorder.
2) Dazzi is friendly and cheerful and assumes everyone else will be too. Despite her life, she still tries to see the good in everyone. Jembi is extremely clean for a spider monkey, and she encourages people to play with him (whether they want to or not). She is always fascinated by weird and odd monsters that she's seen and tries to ask them questions when she can.
3) Dazzi is a little afraid of evil fey and is wary around them.
4) She tends to steal things absentmindedly, though she usually puts it back when she realizes what she's done.

Emotional Boon and Bane
Boon: Envy - Dazzi tends to be kind and generous with her time and words.
Bane: Greed - Dazzi can be overwhelmed with the need to steal - especially from people that she feels doesn't deserve it or who slighted her.