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About Lord Braggett Fizzlebotham IVBackground:
Enamoured by Taldan traditions and the stories of heavily armed cavalry charging into glorious battle, Braggett has long yearned to be a knight of renown. But born into a family of lumberjacks in Wispil, deep in the Verduran forest, it always seemed an impossible dream. That is until the day he met Kibble. He was re-enacting a grand battle of the Third Army of Exploration by waving a stick at imaginary enemies, and wondered deeper into the forest than he should have. By all rights, the large wolf that snuck up on him should have seen Braggett as its next meal, but instead, it befriended the little gnome. Every day for the next few years, Braggett would sneak back out into the forest to meet his furry pal so that they could re-enact more battles together, only now he was a knight on horseback. Those imaginary enemies didn't stand a chance! Personality:
Braggett is tone-deaf, but that doesn't stop him from singing Taldan opera whenever the opportunity presents itself. He also boasts about his achievements constantly, shamelessly embellishing the details. He may even boldly claim to have taken on a group of bandits single-handedly to the faces of the people who fought beside him. But it is his perceived knighthood that defines him. He sees himself as the most chivalrous knight in all the land (despite owning no land or title) and serves Lady Gloriana Morilla with extreme reverence. Appearance:
Followers:
Perkin and Ashei Blackcrest, Orphans from a homestead near the border of Lastwall. Perkin (12) serves as Lord Braggett's herald, he announces the knight's presence and accomplishments at any social gathering, be it a formal ball, theater performance, or diplomatic negotiation. Ashei (14) serves as Braggett's squire, she assists the knight with care and feeding of Kibble while he is indoors or otherwise unmounted. Both are quite shy and don't speak a whole lot, but they harbour ambitions of knighthood themselves, hoping that they can prevent what happened to their family from happening to anyone else. PFS # 210803-2
Defence
AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size )
Offence
Speed 20 ft. (Even in medium armour Class Ability)
Statistics
Str 16, Dex 12, Con 12, Int 12, Wis 8, Cha 18, includes +2 cha from magic item(s)
Skills
Per Level: 5 (4 Base + 1 Int)
List:
Acrobatics* = +1 (-5) (0r, 1a, 0c, 0t) Acrobatics (Jump)* = -3 (-9) (0r, 1a, 0c, -4t) Appraise = +1 (0r, 1a, 0c, 0t) Bluff = +12 (5r, 4a, 3c, 0t) Climb* = +3 (-3) (0r, 3a, 0c, 0t) Craft = +1 (0r, 1a, 0c, 0t) Diplomacy = +12 (5r, 4a, 3c, 0t) Disable device* = -- Disguise = +4 (0r, 4a, 0c, 0t) Escape Artist* = +1 (-5) (0r, 1a, 0c, 0t) Fly* = +3 (-3) (0r, 1a, 0c, 2t) Handle Animal = +15 (5r, 4a, 3c, 3t) Handle Animal (Kibble) = +19 (5r, 4a, 3c, 7t) Heal = -1 (0r, -1a, 0c, 0t) Intimidate = +4 (0r, 4a, 0c, 0t) Knowledge (Local) = +9 (3r, 1a, 3c, 2t) Knowledge (Nobility) = +10 (2r, 1a, 3c, 4t) Knowledge (Untrained) = +3 (0r, 1a, 0c, 2t) Linguistics = -- Perception = +10 (5r, -1a, 3c, 3t) Perform (Sing) = +4 (0r, 4a, 0c, 0t) Profession = +1 (0r, -1a, 0c, 2t) Ride* = +10 (+4) (5r, 1a, 3c, 1t) Ride (Kibble) = +10 (5r, 1a, 3c, 1t) Sense Motive = -1 (0r, -1a, 0c, 0t) Sleight of Hand* = -- Spellcraft = -- Stealth* = +5 (-1) (0r, 1a, 0c, 4t) Survival = -1 (0r, -1a, 0c, 0t) Swim* = +3 (-3) (0r, 3a, 0c, 0t) Use magic device = -- ACP -6 (-4 breastplate, -2 heavy shield) *ACP applies to these skills Key
_________________________________________________ Traits, Feats, and Special Abilities
Traits:
Militia Veteran (Ride), Seeker Feats:
Mounted Combat, Breadth of Experience, Power Attack, Skill Focus (Handle Animal), Mobility, Steadfast Personality Special Abilities:
Academician Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill. This racial trait replaces the obsessive racial trait. Armor and Weapon Proficiency An emissary does not gain proficiency with heavy armor. Militia Veteran (Ride) Your first job was serving in a civilian militia in your hometown. The skills you learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. Battlefield Agility (Ex): At 5th level, an emissary learns to be more aware of the threats that surround him in combat, and shares this awareness with his loyal steed. Both the emissary and his mount gain Mobility as a bonus feat. This ability replaces banner. Bonus Feats An emissary can select Endurance, Fleet, or Run in addition to the list of combat feats whenever he gains a bonus feat. Cavalier's Charge (Ex) At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted. Challenge (Ex) 2/day [Swift Action], you can challenge a foe to combat. Choose one target within sight to challenge. Your melee attacks deal 2 extra damage whenever the attacks are made against the target of the challenge. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a -2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order. He receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses. Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you Eternal Hope Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred. Gnome Knowledge Selection (Knowledge (Nobility)) Gnome Magic (Sp) Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain spell-like abilities. Illusion Resistance (Ex) Gnomes get a +2 racial saving throw bonus against illusion spells or effects. In or Out of the Saddle (Ex) At 1st level, an emissary gains Mounted Combat as a bonus feat. In addition, he can move at normal speed when wearing medium armor. This ability replaces tactician. Keen Senses (Ex) Gnomes receive a +2 bonus on Perception skill checks. Lions Call (Ex) At 2nd level, an order of the lion cavalier gains the ability to rally his allies. As a standard action, he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his cavalier level. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed). Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Mount (Ex) A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability. A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level. Order (Ex) A cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference. Weapon Familiarity (Ex) Gnomes treat any weapon with the word "gnome" in its name as a martial weapon. _________________________________________________ Equipment
Carry Capacity: Light 0-50 lb. Medium 51-100 lb. Heavy 101-150 lb. Headband of Alluring Charisma +2 Wand of Cure Light Wounds (39/50)
+1 Alchemical Silver Flail
Heritage Book (+2 to Know. Nobility) Breastplate (Medium Armour)
Shield, Heavy Steel (Shield)
See Inventory Tracking Sheet for a full list of gear. Current Load 44.635 lb. (Light)
Chronicles / Boons / Faction Card
#1. 6-06 Hall of the Flesh Eaters
Boons:
Chronicle #1:
Gloomspire Explorer: Despite having studied only a small portion of Sevenfingers’s tomb, you are now one of the Society’s foremost authorities on the enigmatic Gloomspires. While adventuring in the Gloomspires, you receive a +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors. If you check the box included with this boon, you gain the benefits of this boon for the duration of one scenario set anywhere other than the Gloomspires. Chronicle #2:
Chronicle #3:
Gunty’s Hearty Breads: Gunty regularly sends you baskets of hearty bread that stay fresh across long journeys. You begin each adventure with 4 trail rations. The bread hardens and becomes inedible after each adventure if it is not consumed. Petrello’s Haberdashery: Although Peterello Pindlion’s skills as a haberdasher leave something to be desired, he is skilled at picking outfits to accessorize. He gives you a courtier’s outfit. [ ] Pricknettle’s Potions and Poultices: You may check the box that precedes this boon to purchase a potion from Majara Pricknettle at a 10% discount. Temple of Erastil: The head priest Illdris Ruvarra gives you a wand of cure light wounds made from an elk’s antler with 3 charges remaining. Witch’s End Tavern: The imposing proprietor Alcie Kruptin is slow to trust wanderers, but she believes that you are worthy of trust. Over a hot meal, she lectures you with advice about how to convince innkeepers that your presence is good for business. Whenever you pay for lodging for yourself or your companion creatures, or other PCs pay for lodging while you are present, reduce the price by 50%. Only one copy of this boon may apply at a time, even if multiple PCs have earned it. Sovereign Court Faction Journal Card (S8):
3 Goal(s) completed
0/3 Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes). 0/1 Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure. 0/2 Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or prospective member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal. 0/2 Resolve an encounter with a genie through diplomacy, trickery, bribery, or a similar tactic. If you convince a genie to provide you with a non-corrupted wish (as detailed in a scenario), you can check both of this goal’s boxes. 2/2 Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check (DC = 15 + your character level). 1/1 Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive. 1/1 Gain access to an item on your Chronicle sheet with a value of at least three times the maximum gold you could have earned for that adventure using the standard advancement track (minimum 2,000 gp). 1/3, 0/5 Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals. Rewards:
_________________________________________________ Misc
Shopping List:
If Kibble ever dies, consider retraining into a vermin tamer for a Giant Gecko. It will cost 10PP and 100*level gp, but could be worth it if I start concentrating on a few charges and it'll save on needing a best friend pendant. Bot Me!:
Lord Fizzlebotham is the kind of guy who dives in first and possibly considers maybe thinking about it later.
Daily: Stays on his mount as much as he can (so he is closer to eye level to most other people). Combat: Likes to charge at the scariest looking enemy. If an ally is in trouble while Fizzlebotham is engaged in combat, he will jump off Kibble (using a quick dismount ride check) and directs him to help the ally while Fizzlebotham continues pummelling his enemy. 1. Charge.
Combat Skill Checks [dice=Ride, Ignore Dmg to Kibble]1d20+10[/dice] Once per round, DC is opponents attack roll. [dice=Ride, Quick Dismount DC20]1d20+10[/dice] Free action on success, move action on failure. [dice=Push, Handle Animal]1d20+18[/dice] Push Kibble to do something. Against Un-Challenged Foe [dice=Atk. +1 Silver Flail; Cavalier's Charge, Power Attack]1d20+10+4-2[/dice] no AC penalty because of cavalier's charge.
[dice=Atk. +1 Silver Flail; Power Attack]1d20+10-2[/dice]
[dice=Atk. Bow]1d20+7[/dice]
[dice=Atk. Bow, Kibble Dbl Move]1d20+7-4[/dice]
Against Challenged Foe [dice=Atk. +1 Silver Flail; Cavalier's Charge, Power Attack]1d20+10+4-2[/dice] no AC penalty because of cavalier's charge.
[dice=Atk. +1 Silver Flail; Power Attack]1d20+10-2[/dice]
[dice=Atk Bow]1d20+7[/dice]
[dice=Atk Bow, Kibble Dbl Move]1d20+7-4[/dice]
Sir Kibble Attacks [dice=Atk. Bite]1d20+5[/dice]
Macros
Braggett and Kibble actions:
Braggett
Free action: Immediate action: Swift action: Move action: Standard action: Full action: [dice=Atk. +1 Silver Flail; Power Attack]1d20+10-2[/dice]
Kibble:
[dice=Atk. Bite]1d20+5[/dice]
Out of turn actions:
The first time Kibble is hit in a round, Braggett will use the Mounted Combat feat, and as an immediate action to try and negate any damage. The hit is negated if the Ride check result is greater than the opponent's attack roll. [dice=Ride Check (Mounted Combat)]1d20+10[/dice] For the first two adjacent allies (including Braggett) who are targeted for an attack, Kibble will use the Bodyguard feat to use an AoO and boost their AC. [dice=Aid another (AC) | DC 10]1d20+5[/dice]
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