Prankster Illusionist

Jethro.'s page

204 posts. Alias of Orfamay Quest.


Full Name

Jethro Fin-tim-lim-bin-whim-bim Biscuitbarrel

Race

Male half-gnome? tattooed sorcerer 1

Classes/Levels

Hp 16 / 16 AC 12 (+8/+11 Perc; +1 Init; Fort +1, Ref +1, Will +5)

Size

Small

Age

70

Special Abilities

daylight 1/day, acid splash 3/day, resist acid/5 cold/5 elec/5

Alignment

CG

Location

Freedom Town

Languages

Celestial, Common, Gnome, Orc

Occupation

Adventurer

Strength 9
Dexterity 12
Constitution 12
Intelligence 14
Wisdom 14
Charisma 18

About Jethro.

Jethro : aasimar (heritage unknown)

Backstory:

A lot has been written about the plight of the half-elven, cursed from birth with forever being between two cultures and never fitting in with either. Little is written about the plight of other half-breeds, and especially the half-gnome. These creatures are rare enough that few even know that they exist, or that they can exist, and the size difference alone is enough to brand them as complete outsiders in both communities.

Life is even worse if you're not actually what they think you are.

Jethro is not, technically, a half-gnome, although he looks enough like one that most people he encounters would call him that if pressed. Shorter even than an elf, with the bright coloration of a gnome, but still a foot too tall to pass for a full-blooded gnome, he has an obvious gift for magic that fits into no standard category. He has no idea what his actual heritage is, although he speculates that he is in fact an aasimar, possibly musetouched (azata-blooded). He never knew his father, and his mother died when he was very young. After spending his early childhood being passed around among a variety of charitable institutions, he finally ran away, Oliver Twist like, to seek his fortune. He found this fortune in the home of a Varisian (elf) druid who took him in and set to work teaching him the ways of the world.

Jethro's natural talents for magic were apparent even at that early age, but the druid found his gifts too wild and untrainable even for traditional druidic magic. Jethro's impulsive personality also failed to make a good fit with the serenity of traditional divine magic but he could never focus on the rigorous studies of arcane magic. Instead, Jethro showed an intuitive grasp of the underlying realities; naming his wishes and causing them to come to pass. He also found it difficult to stay in one place for long, taking increasingly longer trips into the forests and even towns surrounding his home with the druid, sometimes not returning for days or a week.

Finally, the druid gave Jethro his blessing and sent him out into the world, accepting that there was something Jethro needed to find. Freedom Town exists as a haven for people like him.

Stats:

Male Aasimar Sorcerer (Tatooed sorcerer) 1
NG Small Humanoid (Human) Outsider (native)
Height: 4'0", Weight: 70 lbs.
Init +1; Senses Perception +7 (+10_
XP:
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DEFENSE
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AC 12, touch 12, flat-footed 11 (+1 Size, +1 Dex)
hp 8 (1d6+2)
Fort +1, Ref +1, Will +45
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OFFENSE
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Spd 30 ft.
Melee Dagger +0 (1d4-1/19-20/x2)
Ranged Sling +2 (1d4-1/20/x2)
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STATISTICS
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Str 9, Dex 12, Con 12, Int 14, Wis 14, Cha 16
Base Atk +0; CMB -2; CMD 9
Feats Fast Learner, Mage's Tattoo (Conjuration)
Traits
Skills Bluff +4, Diplomacy +6, Intimidate +4, Linguistics +3,Perception +6 (+9), Perform (lute) +5, Perform (all) +4, Sense Motive +8, Spellcraft +7, Stealth +5, Use Magic Device +9
Languages Celestial, Common, Gnome, Orc
Combat Gear tbd

Spells:

N.b. Jethro is a Words of Power Sorcerer.

Target Words Barrier, Burst, Cone, Line, Personal, Selected
Meta Words Boost, Distant
Effect Words Sense Magic, Cramp, Lift, Flame Jet, Friendship, Servitor I

SLA daylight 1/day, acid splash 3/day

Save DCs 0=14/1=15/2=16/3=17

Feats:

Fast Learner
Tattoo Familiar (owl) [+3 on sight-based and opposed Perception checks in shadows or darkness]
Alertness
Mage's Tattoo (Conjuration)

Traits:

Suspicious
Adopted (Gnome) => enables Etymologist

Skills:

Bluff (Cha, +0)
Diplomacy (Cha, +2)
Intimidate (Cha, +0)
Linguistics (Int, +1)
Perception (Wis, +6 (+9))
Performe (lute) (Cha, +1)
Perform (all) (Cha, +0)
Sense Motive (Wis, +7)
Spellcraft (Int, +5)
Stealth (Dex, +4)
Use Magic Device (Cha, +5)

Equipment:

Dagger; Sling; 10 bullets; Long spear; Canteen; Lute; Signal Whistle; Acid Flask; full essentials kit; basic scholar's kit;
10# flour; 2# tobacco; 2 flasks (cooking) oil; 100sp in separate pouch.

Money:

5.24 gp + tbd

XP: