Gnome

Jaqsiaria's page

202 posts. Alias of BerryBunch.


Full Name

Jaqsiaria

Race

Umbral Gnome

Classes/Levels

Fey Sorcerer 5

Gender

Female

Size

Small

Age

46

Alignment

Neutral Good

Deity

Folgrit

Location

Highhelm

Languages

Common, Gnomish, Sylvan, Dwarven

Strength 8
Dexterity 18
Constitution 16
Intelligence 14
Wisdom 10
Charisma 19

About Jaqsiaria

Standing off to the side, quietly rocking back and forth on her heels, is a gnome. Thin and short as can be expected of the dimuninitive folk, she wore a simple outfit of an undyed leather vest, a belt, woolen trousers, with sturdy leather boots. A full backpack rests on her back, showing her ready for adventure. Tucked away at her belt are a couple pouches, a dagger, and a sling. All in all, a very bland set of attire for a gnome.

It is in the details that the eccentricity of gnomes comes out. Deep purple hair splays out every which ray in a wild arrangement. Purple lipstick covers her lips. Two different earrings, one long and dangling, the other short, decorate her ears. A strange spiralling tattoo covers one of her shoulders. Even her eyes, despite their normal green color, seem to carry a strange light to them when viewed from the right angle.

Current Reputation: 5

Backstory:

- One hundred years ago, group of evil fey snuck into Highhelm from below and initiated what they referred to as the 'Mayhem Games'.
- Murder of citizens in the night, thefts of important objects, and whatever chaos they could cause was their perogative.
- Jaqsiaria's ancestor, Glazxica was a gnome who was seduced by a Baohbhan Sith who was part of the Mayhem Games, and wound up taking part in the Games.
- Highhelm City Guard, with the aid of adventurers, managed to track down the fey and put a stop to the 'Mayhem Games'.
- Her ancestor died defending the Baohbhan Sith, and her father was adopted by the Church of Folgrit as a child. Raised by them even though they never truly got over the reputation.
- That reputation carried on to Jaqsiaria, the 'descendant of that madman', especially with the magic that demonstrated itself from her bloodline.
- Grew up under the Church of Folgrit, as her father became a cleric of theirs. Chose a different path from humble servitude to try and break free from Glaz's dark shadow.
- Focusing on the innate magic in her blood, becoming a sorcerer and deciding to attempt to become an adventurer like those that put a stop to the 'Mayhem Games'.
- Communicated with Clan Tolorr in an attempt to learn more about the Games and prove themself, Valahask reached out to sponsor them for their purposes.

Personality:

- Jaqsiaria's desperate to prove that she is not going to turn into the monster Glaz wound up becoming. A large chunk of her personality can be traced back to that desperation.
+ She is polite to a fault, taking every measure she can to try and avoid coming across as 'rude'. to the point where she sometimes comes off as annoying.
+ She is a fundamentally kind person, wanting to try and make up for what her ancestor did. Not because she believes it's necessary to pay a debt, but because she regrets Gliz's harm.
+ Has a tendency to get moody and withdrawn if snubbed in any regard, frequently defaulting to the belief that it's because of her ancestry. Frequently causing misunderstandings.

- Jaqsiaria's upbringing in the Church of Folgrit has affected her just as much as the reputation Glaz has given her family. Even if she chose not to become a Cleric, she took lessons from them.
+ She is an incredibly friendly individual, who enjoys speaking with anyone and everyone. In particular, she enjoys speaking to children, who tend to not know about her heritage.
+ She is actually a fairly religious individual, praying to Folgrit as a patron goddess for guidance and aid. Even if she tends to make up the prayers on the spot.
+ She has a close 'cadre' of friends in the Church of Folgrit, including her father and a few others who recognize her for who she is. She values every friend she makes highly.

Crunch:

Perception +7 (+9 for Init)
Languages: Common, Gnomish, Sylvan, Dwarven
Skills Deception +11, Diplomacy +13, Intimidation +11, Nature +7, Occultism +9, Performance +11, Stealth +13, Thievery +11, Genealogy Lore +9
Str -1, Dex +4, Con +3, Int +2, Wis +0, Cha +4
Items: sorcerer's kit, fulu of fire suppression, lesser spore shepherd's staff (3 charges), staff of healing (3 charges), masquerade scarf, 7 weeks rations, coin purse (60 gp, 5 sp, 8 cp)
Defense
AC 21; Fort +12, Ref +11, Will +9
HP: 53
Offense
Speed 25
Melee: (1) dagger +11 [+7/+3] (agile, finesse, versatile S) Damage 1d4-1 piercing
Melee: (1) staff +6 [+1/-4] (monk, two-handed d8) Damage 1d4-1 bludgeoning
Ranged: (1) sling +11 [+6/+0] (propulsive) Damage 1d6-1 bludgeoning
Primal Spontaneous Spells DC 21, attack +11;
3rd enthrall*, heal*, positive attunement (3)
2nd summon animal/fungi/plant*, laughing fit*, heal*, revealing light, speak with animals (5*);
1st charm*, heal, fear, snowball (4);
Cantrips Frostbite, Ghost Sound*, Glass Shield, Guidance, Prestidigitation,
Occult Spontaneous Spells DC 21, attack +11; Cantrips Telekinetic Projectile, Shield
Sorcerer Bloodline Spells DC 21, attack +11, (1 Focus Point) 1st faerie dust
Bloodline Magic: Gain concealed for 1 round.

Ancestry Selections:

+Charisma, +Constitution, +Dexterity, -Strength
Umbral Heritage: Gain Darkvision

Ancestry Feats

Burrow Elocutionist
Grim Insight
Razzle-Dazzle
Illusion Sense

Background:

Child of Notoriety

One or more of your ancestors committed a grave atrocity, and even though you’ve tried to live your own life, your family’s grim past looms over you like a relentless shadow. You might have traveled a thousand miles to escape the legends, learned how to ingratiate yourself to others, just tried to ignore the everyday accusing glances, or even accepted the notoriety just to be left alone. You didn’t commit the crime, yet it haunts you. Whether you’re proving the world wrong, proving to yourself that you’re no monster, earning wealth to pay reparations, or just driven to do some good with your life, it’s time to break free of the past. That journey begins with understanding.

Clan Tolorr preserves the deeds and misdeeds of dwarven legend. With their help, you might not only understand dwarven crimes and reparations, but also learn how to accept your past and leave the world a little better than when you found it. You’ve corresponded with Clan Tolorr, but your most recent message came instead from one of the clan’s guests: a lizardfolk mystic named Valahask who studies the dead and is eager to meet you. He has lobbied on your behalf, earning you an invitation to Clan Tolorr’s upcoming Family Festival.

Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost.

Choose whether you’ve navigated your past through kindness or notoriety thus far. For the former, you’re trained in the Diplomacy skill and the Genealogy Lore skill, and you gain the Group Impression skill feat. For the latter, you’re trained in the Intimidation skill and the Underworld Lore skill, and you gain the Intimidating Glare skill feat.

Connection: Valahask, an iruxi mystic
Reputation Points: –1

+Charisma, +Dexterity
Diplomacy, Genealogy Lore, Group Impression

Class Selections:

Intimidation
Stealth
Thievery

+Dexterity, +Constitution, +Intelligence, +Charisma

Fey Bloodline

Spell List: Primal
Deception, Nature
Cantrip: Ghost Sound, 1st: Charm
Bloodline Spell: Faerie Dust
Blood Magic: Gained concealed for 1 round.

Skill Feat: Lie to Me
Sorcerer Feat: Reach Spell
Spell Repertoire: Snowball

General Feat: Incredible Initiative
Signature Spell: Heal
Skill Increase: Expert Diplomacy
Spell Repertoire: Hideous Laughter*, Glitterdust

Skill Feat: Bon Mot
Sorcerer Feat: Primal Evolution
Spell Repertoire: Speak with Animals

Attribute Boost: Dexterity, Constitution, Intelligence, Charisma
Skill Increase: Stealth
Spell Repertoire: Enthrall*, Positive Attunement

Primal Spell List:

Cantrip: Frostbite, Ghost Sound, Glass Shield, Guidance, Prestidigitation,
1st: Heal, Charm, Fear, Snowball
2nd: Summon Animal/Plant/Fungi*, Heal*, Laughing Fit, Revealing Light, Speak with Animal
3rd: Enthrall*, Heal*, Positive Attunement

Bard Dedication:

You cast spells like a bard and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the occult spell list or any other occult cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for occult spells. Your key spellcasting ability for bard archetype spells is Charisma, and they are occult bard spells. You become trained in Occultism and Performance; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.

Choose a muse as you would if you were a bard. You have that muse for all purposes, allowing you to take that muse's feats, but you don't gain any of the other abilities it grants.

Special You cannot select another dedication feat until you have gained two other feats from the bard archetype.

Maestro Muse

Basic Muse's Whispers
You gain a 1st- or 2nd-level bard feat.

Uplifting Overture
You learn the uplifting overture composition cantrip, which aids your allies’ skills with the inspiring nature of your performance.

Occult Spell List:

Cantrip: Telekinetic Projectile, Shield, Uplifting Overture

Feats Description:

Burrow Elocutionist:
You recognize the chittering of ground creatures as its own peculiar language. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that have a burrow Speed, such as badgers, ground squirrels, moles, and prairie dogs. The GM determines which animals count for this ability.

Grim Insight:
Others’ attempts to scare you often grant you insights about your would-be bullies that you can then exploit. If you roll a success on a saving throw against a fear effect, you get a critical success instead, and the source of the fear effect is flat-footed to you until the end of your next turn.

Group Impression:
When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.

Lie to Me:
You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.

Reach Spell:
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

Incredible Initiative:
You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.

Razzle-Dazzle: (Free-Action)
You've spent considerable time practicing the manipulation of light, weaponizing your blade's reflection, or bolstering the luminosity of magical displays to unconventional heights. Extend the duration of the blinded or dazzled condition you give the target by 1 round.

Bon Mot:
You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC.

Critical Success The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.
Success As critical success, but the penalty is –2.
Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.

Primal Evolution:
You can call upon the creatures of the wild for aid. You gain an additional spell slot of your highest level, which you can use only to cast summon animal or summon plants or fungus. You can cast either of these spells using that spell slot, even if it they aren’t in your spell repertoire.

Illusion Sense:
Your ancestors spent their days cloaked and cradled in illusions, and as a result, sensing illusion magic is second nature to you. You gain a +1 circumstance bonus to both Perception checks and Will saves against illusions.

When you come within 10 feet of an illusion that can be disbelieved, the GM rolls a secret check for you to disbelieve it, even if you didn't spend an action to Interact with the illusion.