Local Celebrity

Glimmers's page

2 posts. Alias of Yas392.


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Yas392's application here. All of his fluff is on his profile page.

Knowledge (Local): 1d20 + 4 ⇒ (10) + 4 = 14

Just as the last applicant left, there is a dissatisfied cry coming from outside the manor that sounds like a mules.

"No, no. Heel, I say! That's it. Good boy. Here is a carrot."

A human with frizzled yellow hair and matching flashy though cheap clothing wearing a symbol resembling the symbol of Erastil on his neck enters the office, scratching his head with an embarrassed grin. He either has the appearance of a walking sunflower or living beacon.

"Sorry bout Ol' Hairy out there. He can be quite jumpy when he does not get his feed at the right time.

The Marquis then interviews him.

"Yep, I am here for the job that I saw on your notice board. Name's Glimmer, a travelling bard. Nice ta meet ya."

He holds his hand out for the Marquis to shake it. After that, he puffs his chest in pride.

"As for why I would be best man for the job. I can control animals like the one outside. I can deliver what you want me to deliver be it message or a parcel half the amount of time an average deliverer can deliver who could act as a scout. I am good with words. Magic does not need to be mentioned. What separates me from other magic users and bards is that I also have a special ability that can get people out of danger. I am very versatile. I would make a fine addition to your workforce if you have me."


This is Yas392's bard submission.

Crunch:

Male Human Bard (First World Minstrel) 1
CN Medium humanoid (human)
Init +2; Senses Perception +4

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DEFENSE
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 10 (1d8+2)
Fort +1, Ref +4, Will +2;

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OFFENSE
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Speed 30 ft.
Melee Rapier +2 (1d8/18–20)
Special Attacks bardic performance 8 rounds/day (countersong, distraction, fascinate, Echoes of the First World)

Bard Spells Known (CL 1st; concentration +5)

1st (2/day)—Vanish, Silent Image (DC 15)
0th (at will)—Light, detect magic, ghost sound (DC 14), Daze (DC 14)
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STATISTICS
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Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 12
Traits Beast Bond, Thrown together Fashion
Feats Run, Fast Crawl, Imperial Conscript
Skills Acrobatics +6, Knowledge (Nature) +4, Climb +4, Swim +4, Spellcraft +5, Perception +4, Perform (Act) +8, Handle Animal +9, Linguistic +4, Stealth +6
Languages Common, Slyvan, Draconic
SQ Wild Empathy (1d20+5)
Other Gear leather armor, cestus, dagger, sling, backpack, bedroll, spell component pouch, trail rations (2), 5 gp 9 sp

Concept Points:

(1) He was kidnapped by a fey when he was young. When he was found near the woods a week later, he suffers from amnesia and is a changed person.

(2) Because of the fey's influence, he inherit some of their traits; crafty, joyful and seemingly unconcerned with the daily lives of the village. He is a minor troublemaker although unintentional. Most problem usually starts with his retaliation after someone messed with him first.

(3) He spends a lot of his time exploring and hanging around the outskirts woods which to him is a more exciting place than the boring village despite the villager's warnings.

(4) He tamed and befriended a wolf when it attacked the field that he led his family's sheep to feed. He released back into the wild and it kept him company in the woods whenever they meet ever since.

(5) In the times that he thinks that staying village was more appealing than the woods, he created makeshift disguises and paraded around the village to get a reaction and opinion from the villagers.

(6) He is disrespectful to seniors that are not his family. In part, his rebellious phase but true reason came from an incident.

(7) He is a bit delusion and pretentious. He talks to a self-fabricated imaginary friend that he thought to be real and acts dumb even though he has an idea of what is going on.

(8) He has a short attention span. He can be spaced out or dragged away by curiosity and disinterest.

(9) He is quite a runner, having finished a milk delivery to a client half time that it is normally takes for an average person to finished.

(10) Post return, he learned how to use magic after his parents passed on their knowledge to him. He practiced it away from the eyes of the villagers and employed it to drive off his disturbers. Having the knowledge also helps him understand another separate power within him in which he dubs “weird tingly effect” and “believing power” that he unknowingly used to save his life in many times whenever he was in grave danger or trouble.

(11) Prior change, he gets along with people. Now, he is somewhat a loner since he cannot fit in any circle other than his family and close relative with his weirdness and finds solace in the company of animals and his imaginary friend.

(12) His manner of speech is direct and lowbrow.

(13) He likes to wear flashy and overalls with the colour that matches with his sunny mane.

(14) As the village becomes more stale and unexciting, he hope to leave the village one day after he saved up and become strong to find Mr.Tuffers to recover his memories.

Goals:

(1) Become a capable adventurer.

(2) Find Mr.Tuffers to recover lost memories.

Relationships:

(1) Krona (Friendly) Glimmer's tomboyish cousin from his extended family who is four years older than him and closest confidant. A tough farmgirl, she is matured, reliable, carefree and a good listener. She is quite a popular model for some girls in the village. Some boys attempted to date her but she always rejected their advance. Despite her tough exterior, she has a girly side and is prone to embarrassment to some things. Glimmers likes to tease her on her weaknesses and likewise, she does the same to her baby cousin since she knows all of his weak points. The new him did not spend a lot of time with her and she understood his feelings. Still, he allocated some time to visit her even if he largely absent from the village, a sign of a strong bond.

(2) His parents (Friendly) Mild couple that settled down to a simple life as farmers in Knobs Mine after retiring from adventuring. They chose to settled there because they want to be near Glimmer's uncle. They are supportive of their son's welfare and passed on their knowledge of magic to him.

(3) Darian (Hostile) Friends with Glimmers during childhood. That changed when both of them grew up. Their ideologies differs and being unable to connect to each other caused them to drifted apart. He is now part of the group that are big shots and popular around the village that are prejudice towards freaks and picks them. Originally, Glimmers was on their list but they do not dare approach after Glimmer taught the group a lesson when he lured them into the woods and by illusion magic, spooked them terribly. To this day, Darian and his group hold a lasting grudge towards him and promised to pay him back for scaring them but they act on their promise in fear of getting another dose of Glimmer's tricks.

(4) Old Man Garry (Unfriendly) A senior villager whom Glimmers helped in the past. After showing a shred of kindness to him, Garry became close to Glimmers and was thought of as a kind old man. However, as time goes on, more of his true nature was revealed to him. Garry was getting close to him to exploit his kindness to his advantage. He was also shown to be manipulative and controlling such as using age to get what he wants. These traits and the person was responsible for Glimmer cultivating dislike and disrespect towards old people. With his eyes were opened, Glimmer ended his relationship with this person not before a tongue lashing.

(5) Mr Tuffers (Friendly) Obviously not his real name but it is what Glimmer calls him. A wandering fey that had a large influence in the direction of Glimmers's life and gave Glimmers his blessing. His absence from his life made Glimmers more determined to find him to fill the gaps that is missing. Glimmers create an imaginary version of him based on the image that still remains in his mind to cope with his loneliness.

Fears:

Glimmers has a few fears; being denied freedom, failure to accomplish his dreams and heavy dependency.