Arnistolientar Popswicker

Jujopotamous Jumbomanic the 3rd's page

159 posts. Organized Play character for Anthorg.

Full Name

Jujopotamous Jumbomanic the third


| HP: 6/10 | AC: 16, T: 12, FF: 15 | CMB: -2, CMD: 9 | F: +3, R: +3, W: +1 (+2 vs illusion) | Init: +2 | Low-Light Vision, Perc: -1, SM: -1


| Speed 20ft | Bardic Performance: 7/7 | Spells: 1st 2/2 | Active conditions: none


M CG Gnome Bard (Prankster) 1










Common, Gnome, Sylvan, Giant, Skald



Strength 8
Dexterity 13
Constitution 14
Intelligence 12
Wisdom 9
Charisma 17

About Jujopotamous Jumbomanic the 3rd


It is easy to tell what Jujopotamous, or Jujo for short, is thinking. At least for those who don't know him. Those who do know him are used to being fooled by his appearance, which is of a hard working actor. His dark orange hair is very tidy for a gnome, and he transmits a feeling of trust with his lively face. His old clothes are kept clean, although he uses many colors usually not matching.


Jujopotamous Jumbomanic the third was not a planned child, but was surely a welcome one. His parents Jujopotamous junior and Mindy found it hilarious to call their third child that. At an early age, Jujopotamous the third asked to be called Jujo, and his father thought why he had never thought of that himself. At least it became easier to differentiate the two, when Mindy called one of them. Jujo still had two younger siblings after him.
The Jumbomanics lived in a small town in the Lands of the Linnorm Kings, right by the border to Irrisen. They formed the town's entertainment, that is, a family theater troupe. Over the years, Jujo remembers fondly of the fey friends he had made. They taught him their tongue, and he had to grudgingly learn Skald due to the frequent Irrisen who came into town to trade, despite the unfriendliness between the two kingdoms. There were people from both sides, in fact. The Jumbomanic children grew up listening to stories about the arrival of the Linnorm Kings.

Jujo's friendship with the fey inevitably led to him growing fond of playing pranks to no end. He stole hammers to replace them with mushrooms, rubbed the recently washed drying underwear with powder of an itching seed found in the woods, or just plain called little childrens' moms for help faking their voices. Jujo's parents allowed his mischief as long as he helped keep the town happy with their acts, which he did.

Jujo's magical gift began to show during one of the family's performance. He was delivering his monologue on the fool king of Cheliax, more spectacularly than usual, and a mug full of beer flew from one of the table to his hand. Elegantly, he included that wonder in the scene, drank the beer, and it became an official part of it after that. However, this magical ability put him apart from his family for the first time, and it woke something in him. One day, as all boys must, Jujo decided to roam the world, going as far as his magic would allow him. Now, he is a spellcaster as much as he is an actor. Just recently, he came into Heldren to perform.


Jujo is constantly thinking what his next prank could be. And thinking about this always puts him in a good mood, which usually overflows himself and "infects" those nearby. He particularly enjoys pranking brutes and bullies, or anyone who has somehow wronged people weaker than them. Although it seems at first sight that he takes acting very seriously, to him it just comes naturally, so he focuses his time on finding the next target of a prank of his. He will usually put himself at risk to protect others, even though he's not the toughest of people. Other than that, he spends time on his own making faces at his pocket mirror.

Basic Info:

STR 8, DEX 14, CON 14, INT 12, WIS 9, CHA 17
Small Size
Bard lvl 1 (Prankster archetype)

BaB 0
Init +3 (+2 Dex +1 trait); Senses: Perception -1
CMB -2 (0BaB -1strength -1 size)
CMD 10 (0BaB -1strength -1 size +10 +2 Dex)
Favored Class Bard (+1 skill points)

AC 17, touch 13 flat-footed 15 (+2 Dex +4 Armor +1 Size) (+4 vs Giant subtype)
HP 10 (8 + 2 (1*2Con))
Fort +3 (+0 base + 2 Con + 1 trait)
Ref +4 (+2 base +2 Dex)
Will +1 (+2 base -1 Wis) (+2 bonus vs illusion spells and effects)
Cold resistance 2 (trait)

Speed 20 ft
Melee Dagger (small) +0 (1d3-1/19-20x2)
Ranged Dagger (small) +3 (1d3-1/19-20x2), Range 10ft
Ranged light crossbow (small) +3 (1d6/19-20x2), Range 80ft
Space 5 ft, Reach 5 ft
+1 racial attack bonus vs reptilian and goblinoid subtypes

Bardic performance:

Total rounds / day: 7
Starting action: Standard
Save DC (10 +1/2 level + Cha): 13

Available performances:
Countersong (Su)
Distraction (Su)
Mock (Su)
Inspire Courage (Su)


CL 1
Concentration (Bard level + Cha): +4

DC: 13+spell level
DC for illusion: 14+spell level

Spell level: Known (Slots)
Cantrips: 4 (n/a)
1: 2 (1+1)

Spells known
Cantrips: Daze, Detect Magic, Mage Hand, Mending
1: Color spray, Disguise self

Spell-like abilities
1/day: Dancing lights, Ghost sound, Prestidigitation, and Speak with animals

Traits, Feats, Skills and Languages:

Northern Ancestry: One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you’ve always had a restless longing to travel north. You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.
Rapscallion: You’ve spent your entire life thumbing your nose at the establishment and take pride in your run-ins with the law. Somehow, despite all the mischievous behavior in your life, you’ve never been caught. You gain a +1 trait bonus on Escape Artist checks and a +1 trait bonus on Initiative checks.

Lvl 1 - Point Blank Shot

Armor Check Penalty: -1
Skills (6 class + 1 int + 1 fav class = 8 ranks/level):
Acrobatics +5 (1 Rank +2 Dex -1 ACP +3 Class skill)
Bluff +3 (3 Cha)
Diplomacy +7 (1 Rank +3 Cha +3 Class Skill)
Disable Device +4 (1 Rank +2 Dex +2 Racial -1 ACP)
Disguise +3 (3 Cha)
Escape Artist +8 (1 Rank +2 Dex -1 ACP +3 Class skill +1 Trait +2 Racial)
Knowledge (local) +6 (1 Rank +1 Int +3 Class skill +1 Bard)
Stealth +9 (1 Rank +2 Dex +4 Size -1 ACP +3 Class skill)
Use Magic Device +7 (1 Rank +3 Cha +3 Class Skill)

Background skills (2 ranks/level):
Linguistics +5 (1 Rank +1 Int +3 Class skill)
Perform (Act) +7 (1 Rank +3 Cha +3 Class Skill)
Sleight of Hand +5 (1 Rank +2 Dex -1 ACP +3 Class skill)

Languages: Common, Gnome, Sylvan, Giant, Skald


Normal gear - gp cost
Crossbow, Light - 35
bolts (10) - 1
2x daggers - 4
Leather armor - 10
Masterwork Chain mail armor
Backpack - 2
Bedroll - 0.1
Winter blanket - 0.5
10 Chalk - 0.1
Crowbar - 2
Grappling hook - 1
Hammer - 0.5
Small steel mirror - 10
Belt pouch - 1
9 Trail rations - 5
Hemp rope - 1
Sewing needle - 0.5
Soap - 0.5
Waterskin - 1
Thieves tools - 30
Spell component pouch - 5
Disguise kit - 50
2 smokestick - 40
Cold weather outfit (small size)

Money left: 30.6

Special Class Abilities:

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Countersong (Su): 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.

Distraction (Su): 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.

Mock (Su): 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.
Each creature within range receives a Will save (DC 10 + 1/2 the prankster’s level + the prankster’s Charisma modifier) to negate the effect. If a creature’s saving throw succeeds, the prankster cannot successfully mock that creature for 24 hours. If its saving throw fails, the creature is angered by the performance and seeks to harm the prankster. While the prankster maintains the mocking, the target takes a –2 penalty on all attack rolls and skill checks until it has successfully attacked the prankster with a melee or ranged attack, or has harmed the creature with a spell that deals damage.
Mock is an enchantment (compulsion) mind-affecting ability. Mock relies on audible and visual components in order to function.
This ability replaces fascinate.

Inspire Courage (Su): 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.

Cantrips: Bard’s learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Gnome traits:

Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
Type: Gnomes are Humanoid creatures with the gnome subtype.
Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Inquisitive (Alternate racial trait): Gnomes have a knack for being in places they shouldn’t be. Gnomes with this trait gain a +2 racial bonus on Disable Device and Escape Artist checks. This racial trait replaces keen senses and obsessive.