Jolistina Susperio

Madcap!'s page

162 posts. Alias of Great Green God.


Full Name

Solemnia Orikrana (though that might just be another false identity)

Race

Elf

Classes/Levels

Fighter (cad) 2/unRogue (ms, uc) 2 | hp 29/31 | AC 17 T 14 FF 13 | CMD 18 (varies) | F +4 R +7 W +0 | Spd 35' | Init +6 | KnHis +4, KnLoc +7, KnNob +4, Perc +7, SensM +4 |

Gender

Female

Size

Medium

Age

124

Special Abilities

chemical weapons, improvised weapons, slender, sneak attack +1d6, urbanite

Alignment

CG

Deity

Calistria

Languages

Ancient Osiriani, Common, Elven, Kelish, Osiriani, Tien

Occupation

Activist, anarchist, freedom-fighter, rebel, revenge artist, pain-in-the-authoritarian-ass

Strength 13
Dexterity 18
Constitution 12
Intelligence 16
Wisdom 10
Charisma 10

About Madcap!

Madcap, the Lady of Laughter, that Costumed Queen of Chaos, the Clown Princess of Anarchy, the Mirthful Maiden of Mayhem--is a mysterious masked anarchist, (un)vigilante, Calistrian revenge artist, and freedom-fighter. She's a Lantern Bearer and enjoys pranks, puns, irony, hijinks, maniacal laughter and big strong men who are not afraid to cry when she kicks them in the face. When on a mission as an agent of karma, she often acts like a mix of acrobat, swashbuckler and court fool never passing on an opportunity to annoy her foes (and if we're being honest, her friends as well) with her ceaseless buffoonery and witty repartee. Madcap hides her identity beneath a gaudy magical jester's cap of disguise, that doubles as her scholar's circlet. (See what she did there? 'Cap of disguise'. ;) )

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Madcap is based upon the DC Comics' Tangent Universe's version of the Joker. No, the other one, that's why there's a link, silly.

Madcap!
Female elf fighter (cad) 2/unchained rogue (makeshift scrapper, underground chemist) 2 (Pathfinder Player Companion: Melee Tactics Toolbox 15, Pathfinder RPG Advanced Class Guide 109, Pathfinder RPG Ultimate Combat 45, Pathfinder Unchained 20)
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +7
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Defense
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AC
17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 31 (4 HD; 2d8+2d10+6)
Fort +4, Ref +7, Will +0
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Offense
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Speed
35 ft.
Melee cold iron dagger +7 (1d4+1) or
_____ masterwork light flail +5 (1d8+1) or
_____ improvised weapon +9 (1d4+1) or
_____ liquid blade +5 (1d6+1) or
_____ unarmed strike +5 (1d3+1 nonlethal)
Ranged splash weapon +9 (varies by type +3) or
_____ cold iron dagger +7 (1d4+1) or
_____ improvised weapon +9 (1d4+1) or
Special Attacks sneak attack (unchained) +1d6
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Statistics
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Str
13, Dex 18, Con 12, Int 16, Wis 10, Cha 10
Base Atk +3; CMB +7; CMD 18 (21 vs. dirty trick and disarm, 20 vs. grapple and trip, 19 vs. steal)
Feats Agile Maneuvers, Catch Off-guard, Combat Expertise, Improved Dirty Trick, Improved Disarm, Improved Trip, Throw Anything, Weapon Finesse
Traits surprise weapon, warrior of old
Skills Acrobatics +11, Bluff +7, Climb +7, Craft (alchemy) +9, Diplomacy +4 (+6 to gather information), Disable Device +10, Disguise +5 (+7 w kit, +15 w hat, +17 w both), Escape Artist +10, Intimidate +4, Knowledge (history) +4, Knowledge (local) +7, Knowledge (nobility) +4, Linguistics +7, Perception +7, Perform (comedy) +4, Sense Motive +4 (+6 to read a social situation), Sleight of Hand +10, Stealth +10; Racial Modifiers +2 Escape Artist, silent hunter APG
Languages Ancient Osiriani, Common, Elven, Kelish, Osiriani, Tien
SQ improvised weapons, slender, urbanite ARG
Combat Gear potion of cure light wounds (2/2), potion of cure moderate wounds (3/3), potion of invisibility (2/2), alchemist's fire (2/2), burst jar UE (not here, 2/2), flash powder APG (4/4), itching powder (2/2), liquid blade UE, smokestick (2/2), sneezing powder (2/2), tanglefoot bag (2/2); Other Gear cold iron daggers (2), masterwork light flail, +1 lamellar cuirass UC, hat of disguise, cards UE, climber's kit, clownish makeup (0.5 lb), colored handkerchiefs (0.5 lb), disguise kit (not here), entertainer props, simple (0.5 lb), scholar's outfit, ink (black), inkpen, journal UE, juggling balls (0.5 lb), masterwork backpack APG, masterwork thieves' tools, powder APG (2), sunrod, APG, tindertwigs (4/4), twine (50') 666 gp, 8 sp, 7 cp

Mission Resources You get a +2 competence bonus to one Dexterity-based skill check during the adventure.
You get a +2 competence bonus on one Bluff, Diplomacy, or Intimidate check attempted during the adventure.
You get a +2 competence bonus on one Disable Device check or Reflex saving throw attempted during the adventure.

Mission Info Master of Spells Aram Zey was slated to deliver the keynote address but begged out of the privilege, citing his general dislike and disdain for the Grand Convocation as a colossal waste of time and expense. Marcos Farabellus, Master of Swords, volunteered to take his place.

The principal discovery of the sky citadel of Jormurdun has been moved to a strange chamber with no corners along the exterior walls, floor, and ceiling. This is to help shield it from strange otherworldly entities. This year’s keynote address is allegedly about the artifact discovered in Jormurdun, the Sky Key.

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Tracked Resources
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Alchemist's fire - 2/2
Burst jar - 2/2 (left behind)
Cold iron dagger - 2/2
Dagger - 2/2
Disguise kit (10 uses) - 10/10 (left behind)
Flash powder - 4/4
Itching powder - 2/2
Liquid blade - 1/1
Potion of cure light wounds - 2/2
Potion of cure moderate wounds - 2/3
Potion of invisibility - 2/2
Powder - 2/2
Smokestick - 2/2
Sneezing powder - 2/2
Sunrod - 1/1
Tanglefoot bag - 2/2
Tindertwig - 4/4
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Special Abilities
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Agile Maneuvers You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus.
Catch Off-Guard Foes are surprised by your skilled use of unorthodox and improvised weapons. You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon. Normally you take a –4 penalty on attack rolls made with an improvised weapon.
Chemical Weapons (Ex) At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks.
This ability replaces evasion.
Combat Boon As an immediate action, you may reroll an attack roll before success is determined. You must accept the second roll, even if it’s worse than the first roll. You may only use this ability once. On using this ability, check the box and line through this boon. (Year of the Shadow Lodge)
Combat Expertise +/-1 Prerequisite: Int 13. You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Dirty Maneuvers (Ex) At 2nd level, a cad becomes skilled at deceiving and discomfiting his opponents. The cad gains a +1 bonus on disarm, dirty trick, and steal combat maneuver checks. The cad also gains a +1 bonus to CMD when attacked with the disarm, dirty trick, and steal combat maneuvers. These bonuses increase by 1 for every four levels after 2nd (to a maximum of +5 at 18th level).
Great Goblin Relics To a goblin, even the most repugnant and mundane trinkets can become valuable treasure. As if empowered by the goblins’ superstitions, several of the mementos of the wedding raid have manifested minor enchantments. Choose one of the objects below, and cross the others off your Chronicle sheet. If you are a Small creature, you can instead choose two. If you are a goblin (requiring a special Chronicle sheet), you can choose three. When you use the item, you must check the box that precedes it; afterward the object is a mundane keepsake with no further powers.
Handful of Wedding Cake: You can eat this heaping handful of wedding cake as a full-round action. At the beginning of your next turn, the sugary treat grants you the benefits of haste for 1d4+2 rounds, after which you are fatigued for 1 minute. (We B4 Goblins!)
Improvised Weapons (Ex) Gain Catch Off-Guard and Throw Anything as bonus feats. (We B4 Goblins!)
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Planar Conduit You have infused your body, mind, and soul with the plane’s essence. You gain access to the Planar Infusion, Improved Planar Infusion, and Greater Planar Infusion feats for the Maelstrom and the Negative Energy Plane (Pathfinder RPG Planar Adventures 31) as if the feats appeared on the Additional Resources page. (Gameday XII PFS1 Boon A5 [Year of the Shadow Lodge])
Silent Hunter Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.
Skills Acrobatics (Dex), Bluff (Cha), Escape Artist (Dex), Sleight of Hand (Dex), and Stealth (Dex) are class skills for a cad.
Slender Elves often appear unnaturally thin by other races’ standards. Elves with this trait gain a +2 racial bonus on Escape Artist checks, on combat maneuver checks to escape a grapple, and to CMD against grapples. This racial trait replaces elven immunities.
Sneak Attack (Unchained) If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Surprise Weapon You are skilled at fighting with objects not traditionally considered weapons. You gain a +2 trait bonus on attack rolls with improvised weapons.
Throw Anything You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. Normally you take a –4 penalty on attack rolls made with an improvised weapon.
Urbanite Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. This racial trait replaces keen senses.
Warrior of Old (Elf) As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on initiative checks.
Weapon and Armor Proficiency Unlike a normal fighter a cad is not proficient with medium armor, heavy armor, or tower shields.
You Be Goblin Whelp Long days spent walking too far, sleeping under bushes, eating bad food, and fearing for your life—some may call that adventuring, but you’ve realized that it’s also frightfully similar to a Licktoad goblin’s childhood. At least they get badges for it, and now you do, too! Choose one of the badges below, and cross the other off your Chronicle sheet. You can use each badge a limited number of times, after which its power is lost. Furthermore, the badges’ rudimentary magic only lasts for a limited time; once you reach 6th level or higher, check any remaining boxes on the badge.
☐ ☐ Happy Beat: When you are hit by an attack, you can check one of this badge’s boxes to gain DR 5/— against that attack. (We B4 Goblins!)

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Player Great Green God
Character Solemnia Orikrana
PFS # 139009-110
Faction Liberty's Edge
Day Job N/A (works in the field of education, where no one makes any money)
XP (standard or slow) Standard