Prankster Illusionist

Piccolo Taphodarian's page

317 posts. Alias of Maddigan.

Full Name

Piccolo Taphodarian




Bard (Negotiator) 2






40 lbs.








Gnome, Common, Sylvan, Dwarven



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

About Piccolo Taphodarian

Perception: +5
AC: 17 (+1 dex, +1 size, +4 armor, +1 shield); Touch: 12; FF: 16
CMD: 11 (+1 Dex, -1 size, +1 BAB)
Saves: Fort: +2 Ref: +4 Will: +4
Hps: 15 (8+3 add +4 Con)

Init: +2
Space/Reach: 5 ft/ 5 ft
Move: 20 feet
BAB: +1
CMB: +0 (+1 BAB, -1 size)

Favored Class:
2 rounds Bardic Performance

Simple Weapons, Longsword, rapier, sap, shortsword, shortbow, whip, Light Armor, Shields, Improved Initiative, Spell Focus (Enchantment)

Focused Mind: +2 trait bonus on concentration checks.

Mediator: Benefit(s): You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion effect that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.

Bluff +11 (2 rank, +3 class, +4 cha, +1 HB, +1 GoT, )
Perception +8 (2 rank, +3 Class, +1 Wis, +2 racial)
Sense Motive +7 (2 rank, +3 Class, +1 wisdom, +1 HB)
Stealth +9 (1 rank, +1 Dex, +3 Class, +4 size)
Knowledge (Local) +8 (1 rank, +3 Class, +1 int, +2 racial trait, +1 HB)
Diplomacy +12 (2 rank, +3 Class, +4 Cha, +1 HB, +1 GoT, +1 Mediator)
Intimidate +10 (2 rank, +4 Cha, +3 class, +1 HB)
Perform (Oratory) +9 (2 ranks, +3 Class, +4 Cha)

Special Abilities Race:
•Ability Score Racial Traits: +2 Con, Cha,-2 Str.

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.

Academician Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on Knowledge (Local) skill. This racial trait replaces the obsessive racial trait.

Gift of Tongues Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.

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.

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

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

Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

Special Abilities:
Hard Bargainer: A negotiator adds half his class level (minimum 1) on Bluff, Diplomacy, Intimidate, Knowledge (local), and Sense Motive checks. This ability replaces bardic knowledge.

Bardic Performance: 12: rounds
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.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Counterargument (Su) This performance acts as countersong, except a negotiator can use only Perform (act, comedy, oratory, or sing) to perform a counterargument.

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.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard 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 bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Well-Versed (Ex) At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Fast Talk (Su) At 1st level, a negotiator can use performance to affect the perceptions of any number of targets that can hear him. While the negotiator performs, these targets take a –1 penalty on saving throws against enchantment (charm) and illusion (figment, glamer, or shadow) effects, as well as a penalty on Appraise checks equal to half the negotiator's level (minimum –1). A target that fails its Appraise check believes that the object in question is worth 10% more or less (negotiator's choice) than its actual value. At 5th, 11th, and 17th levels, the saving throw penalty increases by 1 and the shift in an object's perceived value increases by 10%. Fast talk is a language-dependent, mind-affecting ability that uses audible components. This performance replaces inspire courage.

Rogue Talent: Combat Trick (Improved Intiative)

Spells Memorized:
0-lvl: detect magic, sift, prestidigitation, dancing lights, read magic,

1st-lvl: (3) cure light wounds, silent image, charm person

Traveler's Outfit, Belt Pouch, Spell Component Pouch, Courtier's Outfits (3), Signet Ring with sapphire (150 gold), Gold Neck Chain (100 gold),

Weapons: Rapier, dagger

Armor: Chain Shirt, Buckler

Light Load: 25 lbs or less. Med: 26-50 Hvy: 51-75

Gold: 526

Piccolo is tall for a gnome with a lean, athletic physique. His longer than shoulder-length hair is the color of polished platinum. His hair is much like a lion's mane. He leaves his hair mostly untouched, tying off the back in a loose pony tail. His large eyes are the color of molten gold. He dresses as extravagantly as his coin will allow. He is handsome and well-groomed. His bearing and expression project a cultured, intelligent, and friendly demeanor.

Inscrutable, yet friendly.

Piccolo is the son of a businessman and an entertainer. He has wandered from place to place as gnomes are prone to do. He has spent most of his time pursuing the acquisition of coins to support his love of extravagance.