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“The Jester”'s page

21 posts. Alias of Gaming Ranger.


Race

Male N Gnome Bard (Sound Striker)/Mesmerist (Vox) 8/4 | HP 67/67 | AC 20 T 15 FF 17 | CMB +3, CMD 10 | F: +6, R: +10, W: +7 | Init: +5 | Perc: +13 | Speed 30ft | Bardic Performance 01/33 | Effects:

About “The Jester”

Appearance:

The first thing you notice about this gnome is the cap and bells that he wears. It is of green and white motley with three plush prongs attached to the crown that curve out to the sides. Each prong has a metal jingle bell at the tip and blocks of vivid color.

Upon closer inspection the gnome is short and scrawny, even by gnome standards, standing barely three feet tall. His features are disproportionate and disconcerting with an overly large mouth that appears to be permanently set in a maniacal grin. With eyes that are full of mirth and mischief. The willowy gnome has alabaster skin which is as flawless and milky as fresh cream and stands in stark contrast to the vibrant motley of his jesters outfit and the rouge he wears on his cheeks.

Personality:

As his name implies The Jester is capricious and whimsical. He always has a joke ready and it is hard to tell when he is serious. He is erratic, doing things not normally done or should be done, but he always has the "best of intentions" or so he says.

Background:

The eight pillars

1. The gnome known as the Jester was raised in a traveling troop of entertainers, troubadours, and acrobats.
2. For the first fifty years of his life the gnome never smiled, laughed, or showed any interest in humor.
3. Eventually the troop gave up on the dull Gnome and he was abandoned in Zelkor’s Ferry.
4. He eventually stumbled upon the graveyard outside Rappan Athuk and smiled for the first time. That smile remains plastered on his face for all to see.
5. He smiled because he realized his calling was to become an adventurer and explore the vast complex Rappan Athuk using the skills he observed in the troop.
6. Over the intervening years he has lost many companions venturing into the dungeon. He tries to memorialize each departed companion with a humorous tomb stone.
7. He built Poppet primarily to help dig graves for his deceased companions. However, over the years they have become a comedic adventuring duo.
8. He insists on being called The Jester and will answer to nothing else.

The Goals
1. Short Term: Take care of these trolls and ditch his current group as they haven’t had much success.
2. Long Term: Explore every level and nook of Rappan Athuk.
Two or three or four Secrets
1. Known: Only The Jester knows exactly how many of his adventuring companions didn’t make it out of the dungeon of graves (18).
2. Known: The Jester’s real name is Nibbles Bignoodle.
3. Unknown: One of his past companions (#13) who The Jester thought was dead is really alive (or undead) and might be wandering the deep caverns below.
4. Known: The Jester made his poppet using dirt from the graves of his former companions.
Three People
1. Beoric the Whale, (male, human) Captain of the keel boat named Brawler that trades between Zelkor’s Ferry and points up river. He ventured into the dungeon with The Jester and actually survived retiring to brave the dangers of the river in his keel boat. Beoric and The Jester both enjoy a good ale, a loud joke, and a nice smoke. When they both are in Zelkor’s Ferry there is a good change they will be swapping tales and sharing a drink on the Brawler or at the Bristleback Inn.
2. Poppet, his familiar, his closest friend and confidant. They often complete each other’s jokes and sentences. Poppet is one of the few things he really cares about.
3. Former Adventuring companion(I’’ll leave the name and details up to you or work with you on this if selected) (Hostile): Someone The Jester left behind as dead might be wandering the caverns below.
Three Memories
1. After weeks of tireless research, preparation and work the moment was finally at hand for the Poppet to be done. With little fanfare the Poppet jumped to life. He slowly looked around and deadpanned, ”Two elves walk into a bar...the gnome walked under it.”
”Keep quiet. I’ll handle the jokes….. you get to carry the shovel,” The Jester informed his creation.

2. ”I told ye not to be going down into the well,” The Jester angrily rebuked the still form in the cleric’s arms. Is she number ten or eleven,[/b] he wondered, trying to remember the number of adventures he has accompanied to their final rest.

After a moment’s thought he concludes, [i]ten, she’s definitely number ten.

”We best be burying the lass. There is a nice spot next to Aelrik Ravenmane that I’ve had my eye on,” he told the others.

3. The Jester looked down at his handy work and muttered, ”that be fourteen, fifteen, and sixteen.“

With his maniacal grin plastered on his face he reads the three headstones he has made;
This is the final resting place of Elten.
Who lost his life to a purple worm.
Eaten but not forgotten,

Here lies Ryk
Who was always a few links shy of a chain,

Larik's last words:
"Let's split up, we'll cover more ground"

As he finishes reading the tombstones The Jester turns his head to his poppet and grumbles while he rubs his sore back, ”might be best if I have them dig their own graves before they enter this dungeon.”


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The Jester
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Male, Gnome, Bard (Duettist/Sound Striker) 8 / Mesmerist (Vox) 4
N, Small Humanoid (Gnome)
Initiative +5 (+3 dex, +2 trait)
Senses Perception +13; Darkvision 60, low light vision
Move 30
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DEFENSE
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AC: 20, touch 15, flat footed 17 (+3 Dex +3 Armor, +1 natural armor, +2 enchantment, +1 size )
HP: 67 (43 class, +24 con)
Fort +6, Ref +10, Will +7
Special Defenses Spells, Tricks, bardic performances

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OFFENSE
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Melee, Touch
wounding words +5 (1d6 +4 sonic) plus DC 19 will save or take a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for 1 round if attack vs target of compelling voice
Ranged, touch
Weird Words +11/+11 (4d6+7/4d6+7 sonic) or +10 (8d6+7) range 30
Word Strike +11 (1d6+8 sonic) half damage vs living creatures
Special Attacks: Spells, Bardic Performances, Stares, wounding words

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STATISTICS
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Str 6, Dex 16, Con 16, Int 10 Wis 10, Cha 24
Base Atk +6; CMB +3; CMD 10
Feats Point Blank Shot (1st level), Poppet Familiar (3rd level), Precise Shot (5th level), Manifold Stare (7th level)
Skills Acrobatics +14 [8 rank], Bluff +24, Escape Artist +14 [8 rank] Intimidate +22, Perception +11 [8 rank], Sense Motive +5 [2 rank], Sleight of Hand +12 [6 rank], Spellcraft +11 [8 rank], Stealth +18 [8 rank], Use Magic Device +(22)
Background Skills Perform Comedy +22 [8 rank], Linguistics +11 [8 rank]
ACP: -0
8 ranks/level (6 class, 2 background)
Traits Social – Savant, combat – Excitable
Disadvantage Overprotective
Languages Common, gnome, sylvan, dragon, goblin, giant, undercommon +4
Favored Class Bonus round of performance (x8)
Level up +1 charism (4th level), +1 charisma (8th level)
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BARD SPELLS KNOWN
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0 - Detect Magic, Read Magic, Prestidigitation, Message, Dancing Lights, Light +6
1st (6/day, DC 18)- Feather Fall, Liberating Command, Saving Finale, Touch of blindness, Ear Piercing Scream
2nd (6/day, DC 19)- Piercing Shriek, Mirror Image, Invisibility, Glitter dust, Air step, Heroism
3rd (3/day, DC 20)- Cure serious wounds, Invisibility sphere, See invisibility
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MESMSRIST SPELLS KNOWN
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0 - Detect poison, Bleed, Lullaby, Message, Open/Close, Unwitting Ally
1st (6/day, DC 18)- Confusion (Lesser), Grease, Ray of Enfeeblement, Vanish
2nd (3/day, DC 19)- Blistering Invective, Lesser Restoration
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EQUIPMENT
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Headband of Alluring Charisma +2, 4,000gp (1 lbs)
Spider-silk bodysuit +2, 4,000gp (2 lbs)
Amulet of Natural Armor +1, 2,000gp (-,lbs)
Wand (Cure Light Wounds), 750gp (1 lbs)*
Wand (Truestrike), 750gp (1 lbs)*
Wand (Make Whole), 4500gp (1 lbs)*
Cloak of Resistance +1, 1,000gp (1 lbs)
Boots of striding and springing, 5,500gp (1 lbs)
Long arm bracers, 7,200 (1lbs)*
Heavy load belt, 2000gp (1 lbs)*
*carried by Poppet

Coins & Gems
GP: 1,300gp (31,700 spent)

Encumbrance
light: 20 lbs medium: 40 lbs heavy 60 lbs

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SPECIAL ABILITIES/CLASS FEATURES
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Artistic +2 to perform comedy.
Bardic Perfomance Use Perform skill to create magical effects as a move action (33 rounds/day)
+countersong creatures within 30 feet use bard perform check to save vs. magical effects that depend on sound.
+distraction creatures within 30 feet use bard perform check to save vs. magical effects that depend on sight.
+fascinate Creatures within 90 feet make DC 21 will save or take -4 on skill checks.
+inspire courage +2 competence bonus on attack and damage rolls for all allies that can perceive the performance. +2 morale bonus on saving throws against charm and fear effects.
Blended view Gain darkvision in addition to low light vision.
Bold Stare impose an additional condition on the subject of the Mesmerist’s compelling voice.
+Disorientation -2 to attack rolls.
Cantrips Spells that do not consume spell slots and may be used again.
Compelling Voice (Su) focus voice on one creature within 30 feet as a swift action for -2 to will saves.
Consummate Liar +2 to bluff checks. Qualify for Improved and Greater feint without meeting the intelligence or feat requirements.
Eternal Hope +2 saves vs fear. Once per day reroll a 1 on a d20.
Excitable +2 initiative.
Espanded Versatility (Ex) use Perform Comedy in place of Use Magic Device.
Familiar (Ex) gain a familiar treat bard levels as wizard levels.
Gnome magic Add 1 to DC of illusion spells they cast. spell like abilities 1/day - dancing lights, ghost sound, presdidigitation, and speak with animals. DC 17.
Harmonizing Familiar (Su) Perform same bardic performance simultaneously with familiar. DC increases by 2 and competence bonus increases by 1. Cost 3 rounds of bardic performance per round.
Illusion Resistance +2 racial bonus on saving throws against illusion spells or effects.
Knacks Spells that do not consume spell slots and may be used again.
Manifold Stare Use painful stare two times a round.
Mesmerist Tricks (Su) 9/day standard action and touch to implant can be activated as a free action.
+ Compel Alacrity move 10 feet as a free action without provoking attacks of opportunity when they begin their turn within an enemy’s reach.
+False Flaker duplicate flanks enemies and allies gain flanking bonus.
+Mesmeric Mirror one illusory image appears next to the subject for 4 minutes. Works like mirror image.
Overprotective If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
Painful Stare (Su) +2 damage to the target of the Mesmerist’s compelling voice as a free action when the target is damaged by an attack. Increases by 1d6 if used to increase damage dealt by the mesmerist.
Performing Familiar (Su) Familiar can use master’s bardic performances but only the familiar or the duettist can have a performance active. Cost 2 rounds of bardic performance per round.
Point Blank Shot +1 to hit with ranged attacks on targets within 30 feet.
Poppet Familiar gain a tiny poppet familiar.
Precise shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Savant +2 on one performance type (Comedy).
Sound Mimicry imitate sounds and voices opposed by sense motive. +4 to check if listened to sound for 10 minutes and -4 to listeners check if they are unfamiliar with the sound.
Spells Cast bardic spells as 8th level caster. Cast Mesmerist Spells as a 4th level caster.
Spellcasting add spells to mesmerist spell list and cannot remove verbal component from mesmerist spells.
Versatile Familiar (Ex) Familiar benefits form master’s versatile performance.
Versatile Performance (Ex) Use perform Comedy in place of Bluff and Intimidation.
Weird Words (Su) as a standard action spend 1 round of bardic performance to make a ranged touch attack with a range of 30 feet. 4d6+7 against two targets or 8d6+7 against one target.
Wordstrike (Su) spend 1 round of bardic performance as a standard action to do 1d4+8 damage to an object or half this damage to a living creature.
Wounding Words Su standard action to make a melee touch attack that deals 1d6+4 sonic or add the damage to a single attack with a melee weapon (10/day). If the target is the same as the target of compelling voice that creature must make a DC 19 will save or take a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for 1 round.

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POPPET
N Tiny Construct
Init +4; Senses Darkvision 60 ft., low-light vision, Perception +10
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DEFENSE
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AC 20, touch 16, flat-footed 16 (+0 armour, +4 Dex, +2 size, +4 nat)
hp 33
Fort +2, Ref +10, Will 5
Immune construct traits
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OFFENSE
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Speed 30 ft.
Melee slam +12/+7 (1d2-1)
Spray of splinters 1d6 in a 15ft cone 3/day
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STATISTICS
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Str 8, Dex 18, Con —, Int 9, Wis 9, Cha 1
Base Atk +6; CMB +3; CMD 12

Feats
Skills Acrobatics +12 [8 rank], Bluff +22, Escape Artist +12 [8 rank] Intimidate +22, Perception +10 [8 rank], Sense Motive +1 [2 rank], Sleight of Hand +10 [6 rank], Spellcraft +7 [8 rank], Stealth +23 [8 rank], Use Magic Device +(22)
Background Skills Perform Comedy +22 [8 rank], Linguistics +7 [8 rank]
Abilities sealed, fleet, nimble
Special alertness, improved evasion, share spells, empathic link, deliver touch spells,
Languages: Common
Construct Traits - Constructs are immune to death effects, Disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, Poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality. Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.

Poppet Familiar details:

You can choose a standard Tiny poppet that you control as your familiar. This poppet cannot have any existing augmentations. You absorb the poppet’s token harmlessly into your body, making it impossible for you to transfer control of the poppet thereafter. A poppet familiar uses the rules for regular familiars, with the following exceptions: its type does not change, and it does not gain the ability to speak with others of its kind. The poppet’s Wisdom score increases to match its Intelligence score and it can speak and understand one language chosen by you at the time you select the poppet as your familiar. A poppet familiar has Craft, Perception, Profession, and Stealth as class skills. A poppet familiar cannot receive augmentations from crafting, but its connection to you allows it to spontaneously generate augmentations of your choice as you increase in level.

If your caster level is 5th or higher, your poppet familiar either becomes Small in size or gains two augmentations of your choice. You do not need to meet the requirements (or pay the construction cost) to craft these augmentations. At caster level 7th, and every 2 caster levels thereafter, your poppet familiar gains an additional augmentation of your choice.

If your caster level is 7th or higher, your poppet familiar gains the ability to generate spray of splinters as a breath weapon that deals 1d6 points of piercing damage in a 15-foot cone. At caster level 9th and every 2 caster levels thereafter, the damage increases by 1d6 (to a maximum> of 7d6 at 19th level). A poppet can use this breath weapon three times per day.

If your poppet familiar is lost or destroyed, you can replace it with another standard Tiny poppet that you control by undertaking a ritual that takes 8 hours to complete. If your previous poppet familiar was Small or had gained augmentations, you can choose different augmentations for your new poppet familiar.