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About Finneas EntwhistleMale Gnome Bard(Prankster)-1
Melee:+1 {+0Base,+0Str,+1Size}
Ranged:+3{+0Base,+2Dex,+1Size}
-------------------------------=STATISTICS=------------------------------- Str: 10, Dex: 14, Con: 12, Int: 13, Wis: 10, Cha: 18 -------------------------=Traits=----------------------
--------------=Feats=-----------------
---------------=Skills=- (6 class+1INT/level)--------------- Skills: Acrobaticsx1+6, Bluffx1+8, Diplomacyx1+8, Kn(Local)x1+7, Perceptionx1+6/+8, Perform(Comedy)x1+10, Sense Motivex1+5, Sleight of Handx1+6; Background Skills: Craft(Woodwork)+7, Perform(Sing)x1-+9 Relevant Defaults: Intimidatex0+4/+6, Stealthx0+4/+6, Kn(Arcanax0+2, Dungeoneeringx0+2, Engineeringx0+2, Geographyx0+2, Historyx0+2, Naturex0,+2, Nobilityx0+2, Planesx0+2, Religionx0,+2) ACP -1 -=Languages=-
Favored Class:Bard
-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
Performance Descriptions:
Inspire Courage-A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 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. Mock-DC 15-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.
Distraction-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. Countersong-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.
Swap-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. ----------------=Race Traits=-------------------
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-----------------------------=0th (at will)=--------------------------------
------------------------------=1st (1+1/day)=------------------------------
-------------------------------=GEAR/POSSESSIONS=-------------------------- -----
-=Money=- 10GP 8SP 8CP ---===Appearance and Personality===---
Finneas loves to make people laugh, especially himself. He prides himself on his ability to infuriate others, especially people who think they're better than everyone else, by making them look foolish. His ability to take people down a peg is furthered by his tendency to replace important objects (weapons, potions, etc.) with toys. In fact, he carries a bunch of small toys scattered in various pockets for exactly that purpose. He's always on the look out for the next gag. But he isn't all fun and jokes. He has a serious side, particularly when it comes to what he sees as injustice. He loves children, their whimsy and their immature humor, and will go to lengths to help kids in need when possible. Generally he's a pretty friendly and jovial fellow, but you should probably check your wallet just in case. --------===Background===--------
Finneas' family has been in the logging business for generations. His father, Galliadus Erstwhile Entwhistle, owns one of the mills that runs along the Sellen River. Seeing as it's a family of gnomes, it is not uncommon for many of the inhabitants to travel, particularly the young gnomes. New adventures are just part of the gnome lifestyle, for most anyway. Some, like Finneas's father, are more obsessed over making sure every little detail is right. He has spent decades obsessing over every bit of the mill, making sure it's not only efficient, but aesthetically pleasing as well. When Finn was young, he actually learned quite a good deal about woodworking, and helped his father "decorate" the place, if you will. But that really wasn't his calling. In fact, Finn continuously got in trouble with the town, especially the elders. See, Finn's a prankster. Most gnomes are, and many laughed at, and even encouraged his pranks. But there comes a point when people, even gnomes, get tired of it. Several of the city council got together and asked Galliadus if perhaps Finn should get some travelling under his belt, go out a see the world, and give the town a break. His father got the message, and decided, perhaps his son should go to Oppara, visit the big city, maybe even go to school. So with some spending money and a note of promise, Finn was sent off to the Rhapsodic College. Finn thrived at school. He was already an accomplished singer, a natural in fact. The college helped to shape that into a truly spectacular talent. Finn also learned how to really use his magical abilities. And, of course, he liked to use it for pranks, first and foremost. More importantly, Oppara (and growing up a bit) began to shape him politically as well. Most of the folks of Wispil are pretty happy, living a fairly equitable life style. Sure, there are richer and poorer, but there's a sense of community. The rich have a responsibility: they depend on the labor of those less well off, and the truly poor are cared for. Not so among the humans. The wealthy, particularly those with titles, are isolated from the poor and see themselves as distinct from, and better than, the poor. And THAT, is not something that Finn takes lightly. And that's where his pranks and physical comedy have come to help him. He's decided to use his skills for a purpose: to show up the muckety-mucks. To demonstrate that they are just as 'human' as the next guy, even if the next guy isn't really human. A young upcoming noble
Because of her particular attitude against the norms of nobility, Eutropia has easily gained Finn's support for Queen. Here is someone, finally, who recognizes that everyone shares a stake in a just government. She may not be able to fix everything that's gone wrong, but she's a damn sight better than many who have come before. |