Jemet Winderbole

Flouncy Magoo's page

784 posts. Alias of Dave Young 992.


Full Name

Flouncy Magoo

Race

halfling

Classes/Levels

Unchained Rogue7/Wizard 3/AT 4 HP: 61/61 | AC: 25/21, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Gender

M

Size

S

Age

25

Alignment

CN

Deity

Milani

Languages

Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Orc

Strength 10
Dexterity 22
Constitution 13
Intelligence 26
Wisdom 10
Charisma 12

About Flouncy Magoo

Halfling Unchained Rogue 7/Wizard (Admixture Evoker) 3, Arcane Trickster 4  
Init +12 Senses Perception +12 

Defense:
AC 22, touch 17, flat-footed 16 (+6 Dex, +5 armor, +1 size) 
hp 61 *8/6/8/8/4/4/2 +7 con/+7 toughness/+7 favored class
Fort +8 Ref +13, Will +7
Offense:
Speed 30 ft. (Fleet of Foot trait)
BAB 5 (+1 size, +6 dex)  
Melee +1 rapier +13 (1d4+7/18-20), dagger +12 (1d3+6/19-20),  
Ranged dagger +12 (1d3+6/19-20)
Ranged touch attack +12
Sneak Attack +4d6
Stats:

Str 10, Dex 22, Con 13, Int 26, Wis 10, Cha 12
Flouncy weighs 37 lbs. and is 3'3" tall.
Base Atk +5; CMB 4; CMD +10
Traits:

Magical Lineage Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level. (Snowball)
Reactionary +2 to initiative.
River Lander +1 trait bonus on all Fortitude saves.
Drawback: Mark of Slavery Whenever you fail a skill check, you take a –2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is a part of retrying the failed skill check.
Skills:
Ranks 112
acrobatics+7/16
appraise +2/12
bluff +1/5
craft +1/4 (very simple items)
climb +2/5
diplomacy +1/5
disguise +1/5
disable device +7/16 (+3 vs. traps) (+2 MW tools)
escape artist +7/16
fly +1/10
intimidate +1/5
knowledge
knowledge (arcana) +7/17
knowledge (dungeoneering) +3/12
knowledge (engineering) +2/12
knowledge (geography) +2/12
knowledge (history) +2/12
knowledge (local) +2/12
knowledge (nature) +2/12
knowledge (nobility) +2/12
knowledge (planes) +2/12
knowledge (religion) +2/12
linguistics +1/11
perception +7/12 (halfling, +3 vs. traps)
perform +1/5 (dance)
profession (scribe) +1/4
sense motive +1/4
sleight of hand +7/16
spellcraft +7/17
stealth +7/20 *Rogue's Edge Unchained
swim +2/5
use magic device +7/11
Equipage:
Combat Gear 2 daggers 1 lb.
+1 rapier 1
sap 1
Armor: +4 haramaki 16103gp, .5 lb.
Other Gear
sack .125
MW thieves' tools 2
Rogue's kit
Price 50 gp; Weight 9.25 lbs.
This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.
40 rations
Magic Items
+1 rapier 2320
+4 haramaki 16,103
Handy Haversack 2000
Headband of Vast Intelligence +2 4000
Hat of Disguise 1800
Cloak of Resistance +1 1000
Belt of Dexterity +2 4000
Wand of CLW 37 charges750
Wand of True Strike 750

Carrying capacity
Total Carried Weight
Gold10724.2

Racial Traits:
 
Standard Racial Traits
Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed (Slow Speed): Halflings have a base speed of 20 feet. Flouncy has the Fleet of Foot alternate racial trait. This racial trait replaces slow speed and sure-footed.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Rogue Abilities:
Flouncy has Trapfinding +3, Finesse Training (+6 to attack and damage), Evasion, Danger Sense, Uncanny Dodge, Debilitating Injury, Rogue's Edge, 3 Rogue Talents, and 4d6 Sneak Attack. Info here.
Rogue Talents
Surprise Attack
Minor Magic
Major Magic

Arcane Trickster abilities:
Ranged Legerdemain (Su)
An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.
Impromptu Sneak Attack (Ex)
Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack). At 7th level, an arcane trickster can use this ability twice per day.

Tricky Spells (Su)
Starting at 5th level, an arcane trickster can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. She can use this ability 3 times per day at 5th level and one additional time per every two levels thereafter, to a maximum of 5 times per day at 9th level. The arcane trickster decides to use this ability at the time of casting.

Invisible Thief (Su)
At 9th level, an arcane trickster can become invisible, as if under the effects of greater invisibility, as a free action. She can remain invisible for a number of rounds per day equal to her arcane trickster level. Her caster level for this effect is equal to her caster level. These rounds need not be consecutive.

Surprise Spells
At 10th level, an arcane trickster can add her sneak attack damage to any spell that deals damage, if the targets are flat-footed. This additional damage only applies to spells that deal hit point damage, and the additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage.

Wizard Abilities:
Flouncy is an Admixture Evoker. His opposed schools are Necromancy and Enchantment.

Replacement Powers: The following school powers replace the force missile and elemental wall powers of the evocation school.

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Spells:

Spells Prepared:
Concentration +15
4: DC 22 3+1/day: Greater Invisibility x3, Wall of Ice
3: DC 21 4+1/day: Fly x2, Haste x2, Fireball
2: DC 20 5+1/day: Invisibility x2, Scorching Ray, See Invisibility, Silent/Intensified Snowball x2
1: DC 19 6+1/day: Magic Missile, Shield x2, Intensified Snowball x4
0: DC 18 4: Dancing Lights, Prestidigitation, Ray of Frost, Read Magic
+1 DC for Evocation
SLA: Detect Magic at will, Vanish 3/day

School:
Evocation (Admixture)
Opposed Schools: Enchantment, Necromancy
Associated School: Evocation.
Intense Spells (Su)
Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature’s spell resistance and take the better result.

Replacement Powers: The following school powers replace the force missile and elemental wall powers of the evocation school.

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Elemental Manipulation (Su): At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. For example, you could transform a white dragon’s frigid breath weapon (a supernatural ability), but not a fire elemental’s fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be consecutive.

Background:
Flouncy Magoo is a former house slave from Taldor. In Taldor, like much of Avistan, halflings are not very respected. He remembers his childhood, but can't recall what happened to his family. It was traumatic for him, and his mind has blocked that experience out.

His master was an ornery old man named Eloquin Stavin, a self-made merchant who claimed to be descended from Taldan royalty. Flouncy doubted that, since there was nothing regal about the man.

After almost three years of lousy food, long hours and one too many beatings, Flouncy made his escape. He snuck out of his room under cover of darkness, slipping past the many watchmen at the docks, and stowed away on a boat going upriver. He kept moving north, fearful of being captured and brought back, and eventually ended up in the River Kingdoms, far away from any pursuers.

Through a series of odd jobs, luck, and a great deal of avarice, Flouncy managed to scrape together a few possessions and enough coin to live in reasonable comfort. He's not a cruel person, but he's not above picking the occasional pocket to fill his always-hungry belly.

Flouncy dreams of wealth. He's seen what it looks like, and wants to know what it feels like to sleep in the most comfortable bed, eat the finest delicacies, and wear fancy clothes. As he gets more experience and wealth, he makes sure to treat himself to the finer things whenever he can.

Flouncy is a very canny appraiser, a competent dancer, good at card tricks, and he has a quick sense of humor. Just don't leave your gold too close to him.

The name Flouncy Magoo:
I heard the name on Unbreakable Kimmy Schmidt. Jacqueline calls Titus over to help her with a guy she's having trouble with, and when he shows, she says "Oh, no. It's my gay best friend (pause, searching for a fake name) Flouncy Magoo!" It made me laugh so hard, I wanted to use it somehow. I don't think that Flouncy's gay, but I never asked him.

Treasure:
A heavy metal shield with the face of a lion upon it, a spear that was being used with a goblin banner, a cauldron, a silver tray, and five golden goblets. There is also a spattering of coins: 300 cp, 200 sp, and 26 gp.
The spear, shield and one of the coins are magical.
You believe the spear to be at about 2,500. The shield is at 1,200. The tray at 75. The cauldron is just that worth a few golds. The 5 goblets are worth 110. Darkwood 4000 gp
Luck Coin. Once per day you can flip the coin, call out heads or tails. If you are successful your next three checks gain a +2 luck bonus. If you are unsuccessful you may have some extra bad luck.
+1 scale mail, while clutched
a masterwork cold iron longsword. 38 gp, 520 sp, a pewter drinking
stein worth 12 gp, a silver ring worth 35 gp, a jade carving
of a nude female elven monk worth 85 gp, and a watertight
scroll tube. Inside the tube is a partially completed map of
the northwest corner of the Greenbelt that seems to indicate
that the explorer approached from the north, reached
the source of the Skunk River, and was working his way
downriver.