Drecissa

Nempura Babblebrook's page

952 posts. Alias of snelss0.


Gender

Aquatic Elf Female |HP: 12/15 | AC: 16 (T: 13, FF: 13) +2dodge vs Chaotic | Perc: +9 | Init: +5 | Fort +2, Ref +5, Will +3 | CMB: +12, CMD: 20 | Spd: 30ft |

Size

5'11"

Alignment

Neutral Good

Deity

Calistria/Shelyn

Location

Roderick's Cove, Varisia

Languages

Abyssal, Aquan, Common, Draconic, Elven, Giant, Infernal, Thassilonian (linguistics trained), Varisian

Occupation

Entertainment Specialist

Strength 7
Dexterity 18
Constitution 10
Intelligence 18
Wisdom 10
Charisma 12

About Nempura Babblebrook

Crunch:

Name: Nempura "Bella" Babblebrook
Alignment: Neutral Good
Class: Legendary Gunpowder Mage Wizard 3
Deity: Calistria/Shelyn
Homeland: Waters off of the Varisian coast
Race: Aquatic Elf
Size: Medium
Gender: Female
Age: Appears 23 yrs old
Bodily Features: 5'11", 32C-23-34, 133 lbs.
Attributes: Slender, tall, frail, and beautiful.
Hair: Long, curled, red-hair with a semi-oily, but clean appearance while she's on the surface.
Eyes: Dark Blue irides with flecks of gold only brought out in the light.
Skin: Baby-blue with a touch of purple undertone. Fair. Smooth. Few scars.
Vision: Low-light
Languages: Common, Elven, Varisian
Bonus Languages: Abyssal, Aquan, Draconic, Giant, Infernal, Thassilonian (linguistics trained)

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STATS

STR 7
DEX 18 (+2 racial)
CON 10 (-2 racial)
INT 18 (+2 racial)
WIS 10
CHA 12

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DEFENSES
HP: 15 (6+4+5)
Initiative: +5 (3dex+2trait)
Speed: 30ft land speed /30ft swim speed
AC: 17 (10+3armor+4dex) [+2 vs Chaotic Alignment]
Touch: 14 Flat-Footed: 13

SAVES (+2 vs transmutation spells)
Fort: +2 =1+0con+1trait
Ref: +5 =1+4dex
Will: +3 =3+0wis (-1 fear/intimidate)

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ATTACKS
BAB: +1
CMB: +13 =3BAB+4Dex+4Int+0Size+2feat
CMD: 20 =3BAB-1Str+4Dex+4Int+0Size+10

Melee
Dagger | +5 (1bab+4dex) | 19-20x2
P/S | 10ft | - | 1d4-2 |

Ranged Touch
Revolver | +5 (1bab+4dex+1masterwork-1deadlyaim) | x4
B and P | 20ft | 60/10bullets | 1d8+2 (PoisonDC14) |

Ranged Spell
Spell | +6 vs Touch AC (+1bab+4dex+1mwk) | x3

Gun Acid Splash
Spell | 30ft | 1d20+6 vs TouchAC | 1d3+1+1 (Any Element 7/day) x3

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SKILLS (Total = Stat + Ranks + Modifiers)
Acrobatics (Dex)
Appraise (Int)* 8 =4+1b+3
Bluff (Int) 12 =4+1+3+1racial+1trait+1circ
Craft Alchemy (Int)* 10 =4+1b+3+2tool
Craft Clothing/Containers (Int)* 10 =4+1b+3+2tool
Craft Poison (Int)* 10 =4+1b+3+2tool
Diplomacy (Cha)* 9 =1+1+3+1racial+2circ+1circ
Disable Device (Dex)
Disguise (Cha)
Escape Artist (Dex)
Fly (Dex)* 8 =4+1+3
Handle Animal (Cha)
Heal (Wis)
Intimidate (Cha)
Knowledge (arcana) (Int)* 10 =4+3+3
Knowledge (dungeoneering) (Int)* 10 =4+3+3
Knowledge (engineering) (Int)* 8 =4+1+3
Knowledge (geography) (Int)* 8 =4+1+3
Knowledge (history) (Int)* 8 =4+1+3
Knowledge (local) (Int)* 9 =4+1+3+1circ
Knowledge (nature) (Int)* 8 =4+1+3
Knowledge (nobility) (Int)* 8 =4+1+3
Knowledge (planes) (Int)* 8 =4+1+3
Knowledge (religion) (Int)* 8 =4+1+3
Linguistics (Int)* 8 =4+1b+3
Perception (Wis)* 9 =0+3+3+2racial+1trait
Perform (Cha)
Profession Saloon "Entertainer" (Cha)* 7 =1+1b+3+2
Ride (Dex)
Sense Motive (Wis) 1 =0+0+0+1trait
Sleight of Hand (Dex)* 24 =4+1b+3+4untyped+8item+2circ+2circ
Spellcraft (Int)* 8 =4+1+3
Stealth (Dex)
Swim (Str) 6 =-2+0+0+8
Survival (Wis)
Use Magic Device (Cha)* 5 =1+1+3

* Class Skill

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FEATS/ABILITIES

Legendary Wizard 1: Arcane school (evocation), bonded object (spellbook), cantrips, path of the mage (path of the prodigy)
Feats: Deft maneuvers, gunsmithing, battered firearm, precise shot
Legendary Wizard 2: Arcane discovery (knowledge is power), intelligent design (bluff)
Legendary Wizard 3: Genius insight 1/day
Feats: Spell Focus (Enchantment) (Before 4th, retrained from Craft Wondrous Item 150gp)
Enchanting Courtesan 1: Covert spells, enchanting touch, seducer’s leverage
Enchanting Courtesan 2 (Wizard 4): Educated metamagic, poison use, seductive intuition
Feats: Craft Wondrous Item

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RACIAL ABILITIES

Fey Thoughts: Select two of the following skills: Diplomacy and Sleight of Hand. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity.

Keen Senses: Aquatic elves receive a +2 racial bonus on Perception checks.

Low-Light Vision: Aquatic elves can see twice as far as humans in conditions of dim light.

Perfect: The eerie beauty of some elves cannot be denied. Elves with this racial trait receive a +1 racial bonus on Bluff and Diplomacy checks against humanoids and a +2 racial bonus on saving throws against transmutation spells and spell-like effects. This racial trait replaces elven immunities.

Vigilance: You gain a +2 dodge bonus to AC against attacks by chaotic creatures. This trait replaces elven magic.

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TRAITS

Audrahni's Ally (Campaign): Audrahni trusts you, and she’s shared one element of her past with you since befriending you. The question asked: “What happened to your parents?” Her answer bolstered Nempura's resolve.
You gain a +1 trait bonus to Fortitude saving throws.

Fast-Talker (Social): You've learned over your many years in destitution to say what you need to, regardless of the truth.
You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Wary (Regional): You survived the oceans, the wild west, and many hardships, but it has left you cautious of everyone and everything.
You gain a +1 trait bonus on opposed Perception and Sense Motive checks. One of these skills is always a class skill for you.

Secret Shame (Drawback): It is despicable for a woman to engage in demeaning acts. That goes double for an elf. That goes triple for a seafolk to intermingle with surface folk. It is a shameful occupation you've been forced into and you bear it constantly on your mind.
You take a –1 penalty on saving throws against fear effects, and the DC of any Intimidate check to demoralize you is reduced by 1. If you would normally be immune to fear, you do not take these penalties, but instead lose your immunity to fear (regardless of its source).

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LEGENDARY WIZARD ABILITIES

Favored Class Bonus: 3/3 Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier (Teleportation - Shift). The wizard adds +1/2 to the number of uses per day of that arcane school power.

Arcane School (Evocation):
---Passive: Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature’s spell resistance and take the better result.
---Active: When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Opposed School: Divination

Arcane Discovery: At 2nd level and every four levels thereafter, the wizard gains an arcane discovery from the list of legendary arcane discoveries.
---Knowledge is Power: Your understanding of physical forces gives you power over them. You add your Intelligence modifier on combat maneuver checks and to your CMD, as well as treating your base attack bonus as equal to your level when determining your CMD. You also add your Intelligence modifier on Strength checks to break or lift objects.

Intelligent Design (Ex): At 2nd level, the wizard can select 1 skill; the wizard can choose to use their Intelligence modifier in place of the ability modifier normally used for that skill.

Genius Insight (Ex): At 3rd level, once per day, a wizard can cast any one spell that they have in the spellbook and is capable of casting, even if the spell is not prepared. This spell must be one level lower than the highest spell level they can cast unless it is from their specialty school. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. At 9th level and every six levels thereafter, they can use this class feature 1 additional time per day.

GUNPOWDER MAGE
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Gunpowder Magic: The gunpowder mage has learned to combine the explosive force of gunpowder with their magics, allowing them to use firearms to amplify the potency of their spells. The gunpowder mage gains Exotic Weapon Proficiency (firearms) as a bonus feat. The gunpowder mage infuses any firearm they wield with their arcane powers, treating them as arcane guns. Arcane guns can be used to both fire projectiles and cast magic.

While wielding an arcane gun, the gunpowder mage can perform the somatic components of their spells using their firearm, rather than requiring a free hand.

The gunpowder mage can cast any ranged touch attack, cone, line, or ray wizard spells through their arcane gun. When they cast through the arcane gun, the gun’s enhancement bonus (if any) is added as a bonus to the caster level of the spell, as a bonus to the spell’s attack rolls, and to the spell’s saving throw DCs. Spells fired through the arcane gun that require an attack roll have a ×3 critical hit multiplier. When the gunpowder mage uses their gun to cast a spell, the gun must be loaded with gunpowder, which requires reloading the gun as normal.

Using the unpredictable nature of gunpowder to enhance spells in this way has its inherent risks. If any of the spells’ attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the broken condition, the gun explodes.

When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the spellslinger’s space (spellslinger’s choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the spellslinger can make a Reflex saving throw to halve the damage. The Reflex save DC is calculated using the spell level of the spell being sacrificed.
This replaces the legendary wizard’s arcane bond class feature.

Gunsmith: The gunpowder mage gains the Gunsmithing feat and a battered gun that is identical to the firearm a gunslinger gains at first level. Like a gunslinger, a spellslinger can use the Gunsmithing feat to restore their battered gun.
This replaces the legendary wizard’s scribe scroll class feature.

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SPELLS PREPARED
Combat-ready Days
0-Level: 5 Acid Splash, Blend, Detect Magic, Mage Hand, Prestidigitation
1st-Level: 3 Color Spray, Shield, Shocking Grasp
2nd-Level: 1 Scorching Ray

Off-Days
0-Level: 5 (Blank x3), Acid Splash, Read Magic
1st-Level: 3 Charm Person (DC17), Magic Aura, Theft Ward
2nd-Level: 1 Book Ward

SPELLS PER DAY
1st: 2+1 (3/3)
2nd: 1+1 (2/2)

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EQUIPMENT
Gold 0pp 633gp 8sp 4cp
Carrying Capacity 76 lbs. is Light Load
Weight:

Items on Person (Crafted cost)
Billy Ten-Bells 50gp - DC20 for +2 Circumstance for Sleight of Hand
Crafted Alchemist’s Fire (10gp) 20gp 1 lb.
Crafted Alkali Flask (5gp) 10gp 1 lb.
Crafted Ammunition (Firearms) Bullet x60 (3gp) 6gp 1 lbs.
Crafted Ammunition(Firearms) Bullet, Pitted (Common Eurypterid Poison DC14 1d2con 1/rd for 4 rounds) x10 (10gp) 20gp
Crafted Backpack, Waterproof Masterwork (18gp) 55gp 2 lbs.
Crafted Black Powder Charges x60 (30gp) 60gp
Crafted Cartridge, Metal x60 (45gp) 90gp
Crafted Dress w/Corset+Decorative Trim+Choker (3gp) 10gp - - Grants +2 Circumstance bonus to conceal items.
Crafted Dry Load x5 (5gp) 15gp
Crafted Perfume x10 (1gp) 10gp - +2 circumstance to diplomacy
Crafted Poison (Common Eurypterid, Injury, DC14 1d2con 1/rd for 4 rounds) -
Crafted Poison (Oil of Restfulness, Ingested, DC17 1min onset, duration 1d3hrs, 1save) (30gp) 90gp
Crafted Poison (Tongue Twist, DC18, Injury, 1/rd. for 6 rds 1d2 Int dmg, can't speak, 2 saves) (200gp) 600gp
Crafted Prodigy Wizard Spell Lattice (500gp) 1000gp
Crafted Scarf, Pocketed White Silk (blue/red flowers with garden in center) (1sp) 4sp - -Grants an untyped +4 bonus to conceal items.
Crafted Scroll Case, Waterproof (5sp) 1.5gp -
Crafted Silversheen Revolver (575gp) 1150gp 4 lbs.
Crafted Spell Component Pouch (1.5gp) 5gp 2 lbs.
---Brain Mold Spores - +1 charm/compulsion CL to duration.
---Brimstone/Sulfur - +1 Acid damage.
---Cold Iron - +1 CLC and Dispel for abjuration
---Darkwood - +1 CL for all creation effects.
---Ginger Extract - +1 CL vs SR for Transmutation.
---Gold - +1 Hp for healing spells.
---Magnesium - Transmutation +1 CL duration
---Moondew - +1CL divination all effects.
---Mugwort Extract - Abjuration +1 CL to range.
---Myrrh - +1 CLC and Dispel for abjuration.
---Phosphorus - +1 light spell and teleportation CL range.
---Powder, Black - +1 evocation damage.
---Quicksilver - +1CL mind-affecting duration.
---Realgar - +2 to overcome poison with spells.
---Salt - +1 Necromancy CL for all effects.
---Saltpeter - +1 fire damage.
---Silver - +1 will save to disbelieve illusion.
---Spirits - +1 summoning CL
---Urea - Cold spell CL +1
Dagger, Cold Iron 4gp 1 lb.
Jewelry, False 25gp - +8 untyped bonus Sleight of hand for tiny objectsand negates bonus for frisking searches.
Muleback Cords (500gp) 1000gp
Ring, Poison Pill Signet 25gp (Oil of Restfulness DC15 1min onset, duration 1d3hrs, 1save)
Spellbook - -
Wand of Magic Missile (50/50) 750gp

Packed Items
Book, Blue 50gp - +1 KL, Bluff, Diplomacy
Canteen 2gp 1lb.
Coffee Pot, Silver Traveling 25gp 2 lbs.
Crafted Outfit, Cold-Weather (2gp) 8gp 7 lbs.
Crafted Outfit, Courtesan's - (0gp) 8gp 4 lbs.
Crafted Outfit, Hot-Weather (2gp) 8gp 4 lbs.
Crafted Poncho (1sp) 5sp 2 lbs.
Food Carried
---Dried Meats
---Honey
---Peanut Butter
---Potatoes
---Mangoes
---Peaches
---Nuts
---Fish, Dried
---Licorice Root
---Rations, Wandermeal x5 5cp 2 lbs.
---Tea Leaves, Night 1cp 1 lbs.
Kit, Alchemy Crafting 25gp 5 lbs.
Kit, Bard's - (39gp) 10 lbs.
---(+21.1gp worth of gear not purchased)
---Bedroll
---Common Musical Instrument
---Flint and Steel
---Ink
---Inkpen
---Journal
---Mess Kit
Kit, Grooming 3gp 2 lbs.
---Chewing Sticks
---Cinnamon-scented Tooth Powder
---Hair, Oil
---Hairbrush, Ivory Pick
---Hot Iron Comb
---Ivory Comb depicting a Crashing Wave
---Makeup
---Miniature Mirror
---Nail File
---Oatmeal and Almond-scented Soap
---Pick Comb
---Scissors
---Shea Butter Jar
---Soap, Lavender
---Sponge, Loofa
Kit, Gunsmith's - 2 lbs.
Kit, Perfume 40gp 10 lbs.
Kit, Scrivener's 2gp 1 lb.
Kit, Streetwalker 10gp - A kit full of delectable outfits for seduction specifically in the bedroom, including tools of the trade to encourage fulfillment. These grant +2 circumstance bonus to profession (Saloon Entertainer) when using these materials.
Paper, Rice x10 5sp -
Paper, Stationery x2 2gp -
Piton, Silent - -
Powder Horn 3gp 1 lb.
Tools, Artisan's 55gp 5 lbs.
Twine - -

Background:
"What do you know about this family who lived here? Did they have a daughter?"

"Sure. I'll tell ya. I suppose I know em' fairly well, ya' young whippersnapper. They had an aquan as a daughter. That's right! Well, believe it or not, varmint, around the docks there were a number of them at one time. Aquans. Sea Elves. Blue elves--whatever you want to call them. While small in number, they did have a community just off the coast sure enough. It was in one of them coastal communities that that girl Nempura was born. That was...oh...back when the Blood Raids along the coastal tribes began hittin' both surface and underwater communities alike. It was then that blue girl's mother, fearing the worst, placed that girl Nempura in the care of a surface elf right here in this gol' durn spot. That elf...he was kind to their family, or so my grandpappy said to me. It was that elf who raised Nempura alongside his own children. Her family never came back for her. Nope. Ohhhhhh yup...been about a century ago now. You know how long those aquatic elves live though."

"What can you tell me about her specifically?"

"Well now, I don't know much about her, but I do know her guardian eventually adopted her, and like many of those elves, sought to learn her in some magic like my pappy did to me. I do know this: back then, I know both my pappy and my grandpappy was astounded with her success; leastwise to tell me so when I asked about her. He said that within months, that there girl Nempura could produce full cantrips. Within a year, she was able to master simple spells, and from there, her who really knows? I think then that was when that her father of hers tried to enroll her in The Acadamae."

"So where is the family now?"

"Well, I don't rightly know. Let's see, I do know this: Her adoptive father had a scoundrel for a son! That's right! Stole their money, and it was quite a bit. That blue girl's father...he found himself and his younger children with little in terms of money from that day on. I heard that water elf Nempura got work where she could to help out and dropped out of school. They never forgave him. Nope! And she never went back in as many years. Couldn't afford it, I imagine. I'm not sure what she's doing. Kept to herself after leavin' the school. Didn't talk about magic in any case. Not to me leastwise. In any case, you won't find her here, nor that family there. Not long ago, I'd say about a couple of months back, someone gave that blue girl the hints of an opportunity to make more money or something cause they aren't there anymore. I am thinking somethin' in maybe work for a guild or town."

"Look here sonny, if yer out for her, best watch out. I'd expect to some degree, she's out tryin' to exact revenge upon her brother, John Duster, and won't take kindly to being meddled with--armed with her six-shooter and a whole lot of magical rage, she's a handful no doubt. Last someone got wind of him was out east somewheres."

--Arcane 18: Nempura is not a graduate. You know this. You've seen her among the students who have since graduated from The Acadamae and she is friendly with them as if she was once a student. Some suppose she is one given her arcane knowledge. Regardless, you are certain she is a skillful wizard and have seen her prove it to the demise of one young man who had a problem with her. It is also clear to you that she is an evocation prodigy. What she does for a living, you don't know.
--Local DC18 (DC10 if you are from Roderick's Cove): "Bella Blue" is this mysterious entertainer's name. You recognize her. It's said she can entice the mind and body in ways unheard of, but from piecing tales about her over the last few years, she does so unwillingly like so many others trapped in a desperate position. Still, she is a good entertainer, cute, and quite unique. You've either partaken of her services or know others who've spoken about her. You also understand she works at the Creekside Inn and Saloon. From what you've heard, she is a brilliant and far more capable person than they give her credit for; put in a desperate, horrible situation and is someone clearly taken advantage of by her employment. From what you've heard or experienced of her, she's too smart to have not noticed.

FOR GM
Potential Additional Hooks (Side Quests):

--Nempura's brother stole her family funds. Running into him would bring about one of their deaths as she seeks to get back the significant life savings he took.
--If events lead her away from her job at the Creekside Inn and Saloon, her employer will most definitely not wish to lose this asset and will send thugs after the party to recover her.
--Her success in magic is a constant insult to The Acadamae, of which she dropped out. Some overzealous student or teacher may desire to humiliate her somehow.
--Nempura has found a balm in Calistria's teachings. The thought of revenge is strong within her. It also helps her profession to learn from those skilled in lustful acts.

Points of Connection:
--At most times, she's "encouraged" to stay near work in case a customer asks for her, but at times, she's free to wander the town.
--She can be found often swimming wherever there is water available.
--She is constantly in the local alchemist's lab.
--Sometimes she will use the artificer lab.
--She has been seen at the blacksmith more than once.