Rizzlefunk fights the Bleaching by living an interesting life. To live an interesting life, one must evolve constantly: seek new experiences, get out of the comfort zone, and meet new people and learn from them.
Rizzlefunk is 61 years old. Gnomes reach their adulthood around the age of 40, so he's been doing business for two decades. Rizzlefunk started out as a con man, and became an actor a couple years later. When his acting career didn't skyrocket as he wanted, he occasionally returned to pulling cons. As a hobby, Rizzlefunk studies languages (possibly so that he can con people from all around the world) and psychology. He's also an expert on wines and fashion.
Between the acting, conning, socializing, studying languages, and earning money, Rizzlefunk isn't going to bleach any time soon.
(At some point he learned to hypnotize and mesmerize people, and joined the Pathfinder Society. But that's a story for another time.)
Rizzlefunk steps forward, takes off his exotic hat, and adds to Khana's report.
"Sir Venture-Captain. The bizarre seedling to which lady Khana refers is strongly magical. Our quick analysis indicated an overwhelming presence of transmutation and conjuration magic. It is evident that the seedling has an effect on not only the entire cave, but also on life in Mercy. From these facts our team concluded that the seedling is responsible for the protection of Mercy. We left the seed where we found it, and did so with the Society's goals in mind. This way, another team can be sent to examine or retrieve the seedling at any time."
(Bah, I got ninja'd twice, and had to rewrite a long paragraph. I'm not editing this again, sorry if this steps on your toes Jann.)
Rizzlefunk still seems to hold something against living dolls. Even so, and maybe because he learned of Amenira and Nira's bizarre relation to one another, he keeps these thoughts mostly to himself. "I still think you should go back under your bed..." he mutters, almost flashing a genuine smile.
"Well said, Jann. Our job here is done; though I'm still not certain about what exactly happened to Amenira. How did she - or her corpse at the very least - end up in this cave?"
"Anyway, I'm pretty sure we could report back now. I'm sick of this place and its dress codes and curfews, quite frankly."
(Is this the entirety of the cave, or does it go on from here?)
It is clear that the glowing seedling interests the gnome, but it is apparently beyond the scope of his education as he stays in the back when others examine it.
Rizzlefunk ignores Nira's weeping, purposely or not. "...And we have found Amenira. Hmm, how curious." He gives a dissatisfied look at Jann's interest in the doll's life, and death.
Untrained Heal:1d20 + 2 ⇒ (8) + 2 = 10
"But we cannot report back yet, not until we know what exactly happened to her, and how Mercy survives the storms. I'm getting anxious for answers. The path goes on there; let's hope we can get some insight at the end of this cavern." He strokes his cerulean beard.
"Good riddance," Rizzlefunk mutters as he taps the beast's corpse.
"If you're curious about what it was talking about - yes, it spoke in a sensible language, Undercommon can be mistaken for madmen's murmur," he adds light-heartedly, "it said: Azathoth told me this thing - talking about the doll, presumably - would kill me unless I kill it first. Then it said that we threaten 'madness beyond the veil', which I admit is an unknown concept to me, probably not Undercommon slang for his virginity. Finally, just before going down it blabbered something about clarity."
"...Yes, I wouldn't think too much about its cryptography, myself."
To the doll he offers another of his sour, anti-construct words: "You're just happy to get out of its cloak and not be munched by that thing - try not to confuse it with real emotions. And YOU'RE WELCOME."
(Not that it matters, but I had that healed in this post.)
Though Rizzlefunk wasn't initially sure whether the cloaker didn't understand his command or if it simply resisted the mind control, the truth dawns on him when the cloaker begins to speak in Undercommon.
"Erug a'gh-tu p'thloeah gh flhaath. X'hlath a." He exchanges a few eldritch words with the abomination.
Undercommon:
"I have no reason to talk to my victim. Let go."
(command DROP, again, in Undercommon. Will DC 17, stare penalty. If we deal basically half damage to it currently, I figure I'd rather make it suffer more damage than use the default "fall-prone-and-sucks-to-be-you" command...)
Rizzlefunk stares at the cloaker, focusing intensely.
(I cast command DROP on it, if you rule that "drops whatever its holding" applies to letting go of engulfed creatures; if not, the command is FALL. Now, command is language-dependent and Rizzlefunk doesn't have Knowledge (dungeoneering); and I'm assuming a Linguistics check cannot tell me what languages a creature understands, either. So, Rizzlefunk doesn't know what languages, if any, a cloaker understands. Rizzlefunk speaks Aklo and Undercommmon, and would assume an aberration would understand either or both of these languages, so he says the command in one of these languages. Go ahead and roll 1d2 to determine which language Rizzlefunk commands it with.)
The linguist gnome lands comically on his bottom. "Ow ow ow. Hrm, as I was saying, you don't need luck when you have hit points a level head."
"Looks like the cave goes on that way. After you..."
He closes his eyes for a couple seconds, (Implanted the mesmerist trick Compel Alacrity on myself. Activates when I get within enemy reach. Details in profile.) and then takes out a wand.
The gnome makes a scornful sound. "Psh. You know it can't understand you, right?"
(Aside from his interest in languages, Rizzlefunk's second fascination is the mind, and finds great enjoyment in understanding and manipulating the minds of others. The notion that some beings have no mind to understand or control is unnatural and frustrating to him.)
With the sheriff gone, Rizzlefunk sighs. "To me, this slaying of a vampire - or whatever it is - feels like a sidetrack away from our mission. If our goal is to find out Amenira's condition and figure out what protects Mercy from the storms, I feel I'd rather gather more information from the townsfolk." He then nods in the direction of the doll. "However, the doll is our strongest lead to finding Amenira. If it recognized the bat-thing, it might be in our best interests to search and destroy the threat after all. Doing that could help us solve this mystery by helping the doll remember."
"What I'm saying is, let's go kick some vampire ass."
"Bah, someone get these blasted bats off me! I can't focus," Rizzlefunk laments, until Smiley's fire flask burns the bats away. "Thank you. Now..."
He steps towards building where the cloaker flew. He looks at the aberration (Hypnotic Stare, -2 Will saves), and magic happens in his head. He incants an eldritch word, ordering the monster.
(@GM: Assuming I'm within 30 feet of it, I cast command APPROACH on it. Now, command is language-dependent and Rizzlefunk doesn't have Knowledge (dungeoneering); and I'm assuming a Linguistics check cannot tell me what languages a creature understands, either. So, Rizzlefunk doesn't know what languages, if any, a cloaker understands. Rizzlefunk speaks Aklo and Undercommmon, and would assume an aberration would understand either or both of these languages, so he says the command in one of these languages. Go ahead and roll 1d2 to determine which language Rizzlefunk commands it with.)
"Do you know where we could find Amenira? She didn't answer the door, so maybe she's gone somewhere?"
Bluff:1d20 + 13 ⇒ (13) + 13 = 26 (The lie here is that we didn't just knock on the door, but that we went in. I don't want to announce the whole town we broke into someone's house.)
The psychologist gnome assesses the high priestess's attitude, and then continues. "Well, in that case I'm as outsider as they come: I'm still stuck with the shackles of fashion. I guess your town is lucky, or just wise, to have a common dress code. My wardrobe cost me a fortune, and it'd be bizarre for me to try on any normal clothing. At this rate I'll be mistaken for a doll!" He hopes a flattering joke hidden in his small talk would help lessen the impact of the oncoming question.
"So, Amenira was a bit slow to adjust to the dress code? Oh, did she meet someone who taught her to dress that way? A friend? A rival? Something must have happened, right?"
To smoothen the question further, he finishes his interview with a return to a familiar subject. Using flattery, he asks the high priestess to tell more about the religion of Robori, even though he couldn't care less about it.
"Wait, whose murder are you talking about? It's not Amenira's, is it?"
(No response to this from the doll?)
Rizzlefunk nods to Khana and then proceeds to exchange some appropriate pleasantries with the high priestess before getting on point: "I was wondering if you could tell us about Amenira. You know her, presumably, from your position. Was she religious? What did the other town members think about her, being an outsider and all?"
Rizzlefunk already knew the answers to those questions from Amenira's letter but he wanted to hear the answer from the original source.
Rizzlefunk accepts the scroll with noticeable surprise and wonderment. "...Thank you." He uses his spell-like ability read magic on it.
His confusion quickly turns to fright as the creepy doll begins to speak of murder and amnesia. Rizzlefunk, usually a sociable and polite gentleman, loses those virtues when he speaks to the automaton.
"Hm, I think it's best for you to go under that bed again," he says deadpan.
"No blue clothes? Those fashion senseless dull bulbs, sky blue is the hottest in right now... Rizzlefunk laments, half jokingly. He tries to hide his blue articles of clothing, which he has unfortunately many of, to little avail.
Perception:1d20 + 8 ⇒ (16) + 8 = 24
"Aha, a classic hiding spot! But, young lady, classics are not advantageous as hiding spots go," the gnome says, amused, as he bends over near the bed. He turns to his co-workers: "Amenira's room mate has been found. Let's hear what she has to say."
Having finished his considerable breakfast, Rizzlefunk arrives at the Artisan's Square.
"Well, well. Some things never change. Comparing apples to oranges and declaring that my fruit makes a better apple pie." He speaks mostly to himself and to whoever is around him, but purposely does so loud enough for the bickering craftsmen to hear.
He then steps forward to step the two. "Hey, hey. Isn't that enough of this shranz - that's 'extremely dull' in Draconic - debate? Both crafts are appreciated. What even started this argument?
Diplomacy:1d20 + 12 ⇒ (11) + 12 = 23
Thannaen the Forgotten wrote:
Additionally, he recommends that the group pay a visit to Amenira's house today.
While munching on a piece of cheese, Rizzlefunk mutters to the party. "Does it bother anyone else that the curfew is announced with a loud bell? I mean think about it: if it's true that everyone here knows about the curfew, and the curfew starts at the dark of the night time, why the need to announce it? Maybe they want to ensure that no one is out at the night..."
He leans in for a whisper. "Well, I have a plan I'm going to put to use tonight."(The plan involves disguise self, Disguise +10, Stealth +10, and Bluff that would make professional poker players jealous.)
"Until then, however, we need to be efficient during the daytime. Do we have any leads?"
"'Dishonesty' isn't allowed, hm?" Rizzlefunk chuckles when he reads the sign, a mischeovous grin on his face.
"Thank you, Sheriff. I am mister Rizzlefunk, a Pathfinder agent like my companions," he points to the group and lets them exchange greetings. "We're here on a mission to find one of our own, should be done by night fall. You'll understand that we expect unexpected dangers in the Wastes, and our work protocol does not allow being defenseless. Nor, may I add, allow it for us to cause harm for locals: so rest assured."
"You understand what I mean, right?"
Diplomacy to let us carry weapons:1d20 + 12 ⇒ (9) + 12 = 21
Rizzlefunk jogs at the hyena as fast as a gnome can, perplexed by Thannaen's speed. "Let me know if you need help with that hyena!" he shouts to the speeding elf.
Careful, lads. That gnoll is clearly infected with some sort of disease. My brother Mekkar had a pet dire badger with the same look, and he was contagious as all get out. Took Mekkar weeks to recover from the sickness.
(I know it's none of my business, but are you trained in Kn: Dungeoneering?)
At Alkenstar the party made a rendezvous with their final member. They were said to meet a gnome who "they couldn't miss", and true enough, they immediately spot a gnome in eccentric yet somehow refined clothing.
"Well, well. You've arrived just according to schedule. I got the mission briefing in mail." He tips his exotic hat as a greeting.
"I am mister Rizzlefunk. You may call me mister Rizzlefunk," the gnome declares, redundantly. "I am a specialist in languages, a psychologist extraordinaire, and one very persuasive gentleman."
Rizzlefunk points at the cave. "Admittedly, I am not an expert in vampire anatomy, but that seems more like a regular gnoll over there. And violent nonetheless."
I have no complaints, once we got the map at least. I would have liked to see more descriptions of places, people, and atmospheres, but I guess that's just my nature speaking. And Rizzlefunk could have liked more punctuation in sentences, being a linguist and all.
Rizzlefunk frowns as the priestess resists his mind control, something he's not used to. He exits the stables and has another attempt at enchanting the priestess.
(Casting daze on the Razmiran priestess. Will DC 14, stare penalty and shaken.)
"When I said 'duel of wits' I meant a duel between two casters where I shut him down. He interpreted it as a competition of who can speak the most. And I certainly did not shut him up..."
Following after Lissa, Rizzlefunk goes next to her and looks outside. His piercing gaze fixates on the Razmiran priest. (Could we get some descriptions of these guys? Judging from the icons, they are a Razmiran priest and two thugs.)
"Mister Poshment would like to have a duel of wits with you."
(I ready an action to cast mental block if the priest starts casting a spell. DC 15, stare penalty.)
(For the longest time I had trouble perceiving the situation until I realized we are on the inn map. Sorry about my lack of presence.)
Perception:1d20 + 7 ⇒ (16) + 7 = 23
"Hm, it looks like there's another way to get past this. A long object could be used to trigger the trap from afar, when no one is under it. A long object such as Kaye's spear of Hellany's greatsword, for example," Rizzlefunk says after analyzing the situation.
"But sure, removing the rocks also works. If it works."
Rizzlefunk watches over his shoulder. "It seems we have found what we came here for. Let's hurry out of here. The sounds of the battle must have been heard upstairs."
"Check the vicinity. There ought to be some- Aha, are those keys I see on the table?" Rizzlefunk, due to his height, was having trouble seeing the keys on the table.
Rizzlefunk stares down the first creature and finds his initial fear realised as the creatures fight on pure instinct and are not affected by his jedi mind tricks.
These are not the Pathfinders you're looking for. Move along.
On the topic of Life Link, the ability is exactly the same, only that Unchained added one sentence (bolded), and it seems only to clarify the use.
APG Summoner:
Quote:
Life Link (Su)
Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.
UC Summoner:
Quote:
Life Link (Su)
At 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane.
The important thing to note is when you can use the ability: when the eidolon takes enough damage to send it back to its home plane. Ie. when it's hp would drop to negative Con score, ie. when it would "die".
Rizzlefunk is caught unaware of the grotesques' resistance to mind control. "Must be some kind of unnatural moster. My persuasion is useless."
He walks forward and takes out his healing wand.
Hskoro and GM: the mesmerist trick is still implanted in Hskoro's mind, though it probably won't activate on this turn seeing how he rolled 23 for attack.
Rizzlefunk waddles through the door and stops to gaze at the closest grotesque (orange).
"I think I can disable it a little..."
(Staring at the orange fiend, casting mental block. Will DC 15, remember the stare penalty. Lasts two rounds, but it can try another Will save at the end of the first round.)
(If Lissa lands a blow, I activate painful stare. 1 additional damage.)