Prankster Illusionist

Pipernortin's page

255 posts. Alias of Helio (RPG Superstar 2015 Top 32).


Full Name

Pipernortin

Race

Gnome

Classes/Levels

Animal Speaker Bard 1 | HP 9/9 | AC 15 (13FF/13T) | F+1, R+4, W+2 | CMD 10 | Init +4 | Perc +6 | Bardic 8/9

Gender

Male

Size

S

Age

55

Alignment

CG

Deity

Cernunnos

Strength 8
Dexterity 15
Constitution 13
Intelligence 12
Wisdom 10
Charisma 18

About Pipernortin

Pipernortin
Male Gnome Animal Speaker Bard 1
CG Small Humanoid (gnome)
Ini +4; Senses Perception +6

--Defense--

AC 15, Touch 13, Flat-Footed 13 (+2 Armor, +2 Dex, +1 Size)
HP 9 (1d8+1) ; Current : 9/9
Fort +1, Ref +4, Will +2 [+2 vs illusion spells and effects; +1 Will within 30 feet of an indifferent or better animal]
CMD 10
Temporary Modifiers

--Offense--

Speed 20 ft.
Melee Mithril Shortsword +1 (1d4-1/19-20)
Ranged Light Crossbow +4 (1d6/19-20)

—Magic—

+1 Illusion DC

Spell-Like Abilities DC 14
1/day : dancing lights, ghost sound, prestidigitation, speak with animals

Bard Spells, CL 1st, concentration +5
Cantrips 4 Known. DC 14
Detect Magic, Dancing Lights, Prestidigitation, Ghost Sound

1st Level 2 Known. 2/day. DC 15 [0 Cast]
Summon Nature's Ally 1 (bonus), Solid Note, Silent Image

--Special Qualities--

Spoiler:

Bard Abilities

Bardic Performance:
9 rounds/day (4 +4 Cha + 1 favored class)

Bardic Performance Details:

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.

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.

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.

Animal Friend (Ex)

An animal speaker selects a particular kind of animal, such as apes, badgers, bears, boars, cats, snakes, and so on. The bard gains a +4 bonus on Handle Animal checks to influence animals of his chosen kind. Animals of this kind have a starting attitude of at least “indifferent” toward the bard and never attack him unless he attacks them first.

Chosen Animal Types: Dogs

Animal companions and magically controlled animals of the bard’s chosen kind can be directed to attack the bard if the controlling creature wins an opposed Charisma check against the bard (this check can be made once per round until it succeeds, after which no further checks are needed). Supernatural versions of animals (such as animals with the fiendish template) can attempt an opposed Charisma check against the bard with a +4 bonus on its roll to overcome this hesitation. This ability has no effect on creatures other than animals.

This ability replaces fascinate.

Summon Nature's Ally

At 1st level, the animal speaker adds summon nature’s ally I to his bard spell list and bard spells known as a 1st-level spell. At 4th level (when he gains access to 2nd-level spells) he adds summon nature’s ally II to his spell list and spells known as a 2nd-level spell, and so on every 3 levels thereafter, until 16th level when he adds summon nature’s ally VI to his 6th-level spell list and spells known.

This ability replaces mass suggestion.

--Stat Block--

Str 8 / Dex 15 / Con 13 / Int 12 / Wis 10 / Cha 18

Base Attack +0 CMB -1 CMD 13

Feats:

Lingering Performance - Bardic Performance lasts for 2 rounds after stopping.

Skills: 6+int
Acrobatics +6, Bluff +4, Climb +5, Handle Animal +8 (+12 for dogs), Knowledge (arcana) +2, Knowledge (dungeoneering) +2, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (local) +6, Knowledge (nature) +8, Knowledge (nobility) +2, Knowledge (planes) +2, Knowledge (religion) +2, Perception +6, Perform (string) +8, Stealth +6

Languages:
Common, Gnome, Elven, Sylvan

Traits:

Animal Friend : You gain a +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet, and Handle Animal is always a class skill for you.

Excitable : You gain a +2 trait bonus on all Initiative checks.

Gear:

[b]-- Gear --

Shortsword
Mithral Shortsword (Key-Shaped Teeth)

Dagger

Light Crossbow
20 Bolts

Leather Armor
Traveler's Outfit

Bard's Kit
This includes a backpack, a bedroll, a belt pouch, a common musical instrument [Fiddle], a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.

228 GP

Race Features:

Race:
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.

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.

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.

Explorer Many gnomes are obsessed with seeing as much of the world as possible, rather than perfecting some specific talent or vocation. These gnomes gain a +2 racial bonus on Climb checks and checks for one Knowledge skill (nature). This racial trait replaces hatred and obsessive.

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.

Backstory:

Pipernortin was born to like minded-folks—a gnome family that made their home in northern Taldor most of the time. Living most often as merchants, "Pip", as he quickly became known, got to see a large portion of Taldor, including the grand city of Oppara, as well as several other nations, visiting both Almas and Absalom on multiple occasions. Had wanderlust not already been birthed into his blood, the amazing sights saw and people he met during his travels certainly lighted that flame. He knew that he, too, would travel the world!

Pip's talents were not in mercantile pursuits, however, and he found himself drawn to the musical songs of the bards. He sought enrollment in Oppara's famous Rhapsodic College, only to find that he lacked both the experience and the coin they sought in applicants. Convinced he'd find a better education in the bardic arts across the Inner Sea itself, he set out to not only make his mark, but find some of the coin he needed for tuition...

...Which led him to the merchant Silas Gribb. He'd never met the man before, but he knew merchant-types pretty well. They dealt in money, and money was exactly what Pip needed. Plus, a bit of an adventure off to some podunk town in northern Taldor would be a great learning experience! He hopped aboard the caravan with a few colorful other folks, on the way to this little town of Belhaim...

Appearance and Personality:

Standing at about three and a half feet, Pipernortin has the curse of gnomedom—the inability to sit still. Wild golden hair explodes out from beneath an oversized hat. His clothes are worn, though they still manage to be bright and mismatched. Extra buttons are sewn on in places where there is apparently nothing to button, and a scarf-like object has been affixed to the cloak dangling on his back. He holds a fiddle in his hand and a grin on his face, though a strange looking flute-like instrument peeks out from his pack.

As whimsical as the First World from which the gnomes hail, Pipernortin practically boils over with too much energy. Often finding more in common with animals than the various multitude of humanoids roaming the world, he's taken to enjoying the company of canines in particular. Despite this, though, he's still got a good soul— and is willing to help out anyone who needs it, regardless of whether they want it. He's stubbornly loyal (much like the dogs he seems to befriend at every turn), particularly to his traveling companions, and is especially willing to go the extra mile for an old friend. Though he has a streak of hardheaded kindness in his blood, he always carries a few little tricks up his sleeve, should someone rub him (or his friends) the wrong way.