Poltur

Jeremiah Caskgrip's page

5 posts. Alias of caster4life.


Race

Halfling Bard 3|Init +3, 20 ft, Perc +9|HP 27/27|Fort +4 Ref +7 Will +5|AC 18 T 14 FF 15

Strength 6
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 12
Charisma 18

About Jeremiah Caskgrip

Character description:

Jeremiah is 42 years old and has just started graying at the temples. At 3'3" and 37 lbs, his size is rather normal for his race. What stands out are the constant spring in his step, a ready grin, and an eyepatch. He is, however, self-conscious about the eyepatch and doesn't speak about it much. He vainly feels it ruins his otherwise gorgeous visage.

Background:

Jeremiah was born to the Caskgrip family of Sandpoint, halflings who collaborated with the Sczarni in some of their petty thefts and confidence games. He befriended Sandru at a young age as they pranked and teased the children of richer families. But when Sandru's parents died and Sandru went to live with Koya Mvashti, Jeremiah wondered if he might prefer not to follow in his parents' criminal footsteps. Maybe, like Sandru, Jeremiah should keep to his own path.

So when he came of age, the young halfling joined with a caravan heading for Tian Xia, serving as an entertainer with his tales of sub-legal hijinks and as a trader with his quick tongue. He was never shy of stretching the truth or embellishing a little to make a good story or to ensure his caravan got a fair price. Eventually, he picked up some tricks so he could help out in other ways, occasionally serving as a guard or driver, and even picking up a few, minor, magical tricks.

His caravan arrived at the Rimethirst Mountains and there met another caravan coming from Tian Xia. Serendipitously, both caravans had the precise goods for which the other wished to trade. The caravan leaders decided to swap and save themselves months of travel. While Jeremiah was disappointed to miss out on visiting the exotic land, he did enjoy picking up some Tien phrases and stories from members of the other caravan. He was particularly intrigued to hear about Emperor Shigure Higashiyama's uneasy grip on power.

And when they swapped dinners, the heavily spiced Tien food kept Jeremiah exceptionally quiet for a solid hour as he ate and ate and ate. While he could barely tolerate the spicy heat, he couldn't believe how exciting he found the dish. Though he woke up in the morning with inflamed taste buds, he still regretted nothing.

Finding the caravan life suited him well, Jeremiah kept traveling, sharing and collecting stories, until one day a caravan took him back to Sandpoint. He was happy to see his family again and had mixed feelings when he heard that his younger sister, Amelia, had joined a caravan as well. Though glad that he had inspired her to a life of travel rather than crime, he missed her dearly.

But he was lucky enough for a reunion with his old friend Sandru. And his luck stretched further as Sandru was about to leave Sandpoint with his own caravan. As he joined up with his old friend, Jeremiah realized that Sandru had changed during his years of adventure. Though the ready wit and charm were still there, Sandru carried a weight in his eyes that was new. Though Jeremiah asked to hear the story so he could retell it in verse, Sandru declined. As they continue traveling now, Jeremiah keeps wondering what happened with Sandru.

Statblock:

Male halfling bard (brazen deceiver) 3
CG Small humanoid (halfling)
Init +3; Senses Perception +9
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Defense
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AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 28 (3d8+9)
Fort +4, Ref +7, Will +5; +2 vs. fear
Defensive Abilities blatant subtlety
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Offense
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Speed 20 ft.
Melee mwk longspear +2 (1d6-2/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork longspear)
Special Attacks bardic performance 12 rounds/day (deceptive tale, fascinate [DC 15], inspire competence +2, inspire courage +1)
Bard (Brazen Deceiver) Spells Known (CL 3rd; concentration +7)
1st (4/day)—dazzling blade (DC 15), grease, saving finale[APG] (DC 15), charm person (DC 15)
0 (at will)—bleed (DC 14), ghost sound (DC 14), know direction, mage hand, message, open/close (DC 14), touch of fatigue (DC 14), vacuous vessel (DC 14)
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Statistics
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Str 6, Dex 16, Con 14, Int 10, Wis 12, Cha 18
Base Atk +2; CMB -1; CMD 12
Feats Bodyguard[APG], Combat Reflexes, Spellsong[UM]
Traits beast bond, best friend, helpful
Skills Acrobatics +3 (-1 to jump), Bluff +15, Diplomacy +10, Disguise +5, Handle Animal +6, Intimidate +10, Linguistics +5, Perception +9, Perform (oratory) +8, Ride +8, Sense Motive +5, Sleight of Hand +8, Stealth +14, Use Magic Device +10; Racial Modifiers +2 Bluff, +2 Perception, +2 Stealth
Languages Common, Halfling, Varisian, Tien
SQ invoke vyriavaxus
Other Gear darkleaf cloth lamellar (leather) armor[UC], mwk longspear, muleback cords[APG], masterwork backpack[APG], riding dog, bedroll, carnivore feed (per day), exotic military saddle, flint and steel, hemp rope (50 ft.), ink, inkpen, journal, mess kit, mirror, pot, Recorder, saddlebags, silk rope (50 ft.), soap, torch, trail rations, trail rations, waterskin, 565 gp, 3 sp
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Special Abilities
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Bardic Performance (standard action, 12 rounds/day) Your performances can create magical effects.
Blatant Subtlety (DC 15) (Ex) DC 15 on Sense Motive checks to detect your performances.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Invoke Vyriavaxus (Ex) Gain a selection of shadow/darkness spells to bard spells known.
Spellsong Combine spellcasting and bardic performance

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Herman the Riding Dog
Riding dog
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
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Defense
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AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee bite +3 (1d6+3 plus trip)
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Statistics
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Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +3 (+7 to jump), Perception +8, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ combat riding
Other Gear bedroll, carnivore feed (per day) (14), exotic military saddle, flint and steel, hemp rope (50 ft.), ink, inkpen, journal[UE], mess kit[UE], mirror, pot, Recorder, saddlebags, silk rope (50 ft.), soap, torch (10), trail rations (14), trail rations (5), waterskin
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.

Notes on stuff I might want eventually:

Feats: Arcane strike to pair with gloves of arcane striking, master performer (if allowed), grand master performer (if allowed), discordant voice, taunt?

Equipment: Gloves of arcane striking, benevolent armor ability

Spells: Good hope