Goblyn

Trinket Sparkleplume's page

337 posts. Alias of meloriel.


Full Name

Trinket Sparkleplume

Race

| HP: 64/64 AC 25 (T 16, FF 20) | CMB: +6 CMD: 21 | F:+5 R:+12 W:+7 (+5 vs. continuing FX) | Init +5 | Perc +2 (+0 w/ sight), SM -2, Bluff +2, Diplomacy +13, Intimidate +6

Classes/Levels

| Speed 30 ft. | Spells: 3rd: 3/3, 2nd: 5/5, 1st: 5/6 | Bardic Perf: 21/22 | Advantageous Distraction: 1/1, Arcane Bond: 1/1 | Active Conditions: Lucky Number (1)

Gender

Goblin Bard (arcane duelist) 9

Size

Small

Age

Telket Glimmerbloom, Villain Extraordinaire and Herald of the Great Petraxxykssz the Powerful

Alignment

CG

Location

Nirmathis

Languages

Common, Goblin

Occupation

Hero!

Strength 11
Dexterity 21
Constitution 12
Intelligence 7
Wisdom 11
Charisma 14

About Trinket Sparkleplume

Introducing Trinket Sparkleplume, a bard (arcane duelist) with a particularly fetching hat.

Statistics:

Trinket Sparkleplume
Female Goblin Bard (arcane duelist) 9
CG Small Humanoid (goblinoid)
Init +5; Senses Darkvision 60 ft., Perception +2 (+0 sight-based)

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DEFENSE
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AC 26, touch 17, flat-footed 21 (+6 armour, +5 Dex, +1 deflection, +3 shield, +1 size)
hp 64 (9d8+9)
Fort +5, Ref +11, Will +7
...+5 on saving throws to recover from continuing effects

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OFFENSE
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Speed 30 ft.
Melee +1 holy rapier +15/+10 (1d4+8/18-20) +2d6 vs. evil
Ranged masterwork shortbow +13/+8 (1d4/x3)
…biting words +12 ranged touch (1d6+2)

Spells Known (CL 9th, Concentration +11 [+15 to cast defensively])
3rd--3/day--cure serious wounds, good hope, haste, thundering drums
2nd--5/day--Blur, cure Moderate Wounds, Gallant Inspiration, Tongues
1st—6/day—Biting Words, Cure Light Wounds, Feather Fall, Lucky Number, Vanish
0—At Will—Flare, Grasp, Mage Hand, Mending, Prestidigiation, Read Magic

Healing: When using the heal skill or casting a cure spell she heals an additional +4 hp

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STATISTICS
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Str 12, Dex 21, Con 12, Int7, Wis 11, Cha 14
Base Atk +6/+1; CMB +6; CMD 21
Traits Advantageous Distraction, Armor Expert, Frontier Healer
Alternate Racial Traits City Scavenger
Drawbacks Oblivious
Feats Arcane Strike (bonus), Bodyguard, Combat Casting (bonus), Combat Reflexes, Disruptive (bonus), Fencing Grace, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics* +17, Climb* +11, Craft (hats) +2, Diplomacy +13, Escape Artist* +11, Heal +7, Intimidate +6, Linguistics +4, Knowledge (local) +2, Knowledge (nature) +3, Perception +2 (+0 on sight-based), Perform (dance) +11, Perform (oratory) +13, Perform (sing) +10, Sense Motive -2, Stealth* +18, Survival +7
(7 points; 6 class, -2 INT, 2 background, 1 favoured class)
(Check Penalty* = 0)
Abilities Arcane Bond (weapon), Arcane Strike, Bardic Performance (20 rounds/day; move; bloodthirst, distraction, dirge of doom, fascinate, inspire competence +3, inspire courage +2, rallying cry), Cantrips
Languages Common, Goblin

Special Abilities:

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SPECIAL ABILITIES
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Advantageous Distraction (trait): Like most goblins, you’re easily distracted. Unlike most goblins, though, you have a knack for being distracted at the right time, especially when it comes to avoiding pain. Once per day as a swift action, you can be momentarily distracted in combat— ducking an axe swing to inspect a toadstool, or stooping behind a tree to lick some bark and accidentally avoiding an arrow, and so on. When you activate this ability, you gain a +2 dodge bonus to your AC for 1 round.

Armor Expert (trait): You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Arcane Bond (Ex): An arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one addition spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may use the hand holding his bonded weapon for somatic components. This ability replaces lore master.

Arcane Strike (feat): As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Bardic Performance 22 rounds/day, move action
- Bladethirst (Su): An arcane duelist of 6th level or higher may use performance to grant one weapon, one natural weapon, one end of a double weapon, or 50 items of ammunition of the same type within 30 feet a +1 enhancement bonus. This enhancement bonus increases by +1 for every three levels after 6th (maximum +5 at 18th level). These bonuses stack with existing bonuses and may be used to increase the item’s enhancement bonus up to +5 or to add any of the following weapon properties: defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding. If the weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities. This performance replaces suggestion. +2

- Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.

- Distraction (Su): Trinket can use her performance to counter magic effects that depend on sight. Each round of the distraction, she makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of her (including herself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use Trinket's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 Trinket’s Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

- Fascinate (Su): Trinket can use her performance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear her, and capable of paying attention to her. Trinket must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels Trinket has attained beyond 1st, she can target one additional creature with this ability. (Three creatures)

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier=16) to negate the effect. If a creature's saving throw succeeds, Trinket 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 Trinket continues to maintain it. While fascinated, a target takes a –4 penalty on all 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.

- Inspire Courage (Su): Tinket can use her performance to inspire courage in his allies (including herself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive her 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 Trinket must choose which component to use when starting his performance.

- Inspire Competence (Su): Tinket can use her performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear her. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear Trinket's performance. This bonus increases by +1 for every four bard levels beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. Trinket can't inspire competence in herself. Inspire competence relies on audible components.

- Inspire Greatness (Su): Trinket can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

- Rallying Cry (Su): Trinket can use performance to rally dispirited allies. Each round she makes an Intimidate check. Any ally (including Trinket) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using Trinket’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components. This performance replaces countersong.

Bodyguard (feat): When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.

City Scavenger (race): Goblins who live within the boundaries of human cities survive by scavenging for refuse and hunting stray animals. Goblins with this trait gain a +2 racial bonus on Perception and Survival checks, and can use Survival to forage for food while in a city. This racial trait replaces skilled.

Frontier Healer (trait): You make your way in life by putting people back together after the rigors of the world take their toll—brewing herbal remedies, setting broken bones, and treating diseases. You gain a +1 trait bonus on all Heal and Knowledge (nature) checks, and one of these skills (Heal) is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st (+4).

Oblivious (drawback): Whether because you are an avid daydreamer or you are accustomed to everything being handed to you and spelled out for your benefit, you pay little attention to your surroundings and other people. You take a –2 penalty on Sense Motive and sight-based Perception checks.

Disruptive (feat): The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear +1 holy rapier (arcane bond), masterwork shortbow, arrows (37), slow burn arrow (5), dagger, potion of cure moderate wounds, potion of cure light wounds (10)(labelled: “Feed this to the Great Hero Trinket [that’s me!] in case of her maybe dying!”), wand of cure light wounds (41 charges)
Possessions +2 studded leather, +2 darkwood buckler, cloak of resistance +2, greater aegis of recovery (5d8+7), ring of protection +1, handy haversack, belt pouch (for collecting neat things!), belt pouch (money), belt pouch (potions), bedroll, blanket, chalk (4: red, green, blue, white), charcoal, entertainer’s outfit, fine wide-brimmed hat topped with a peacock’s feather (worth 50 gp), grooming kit, healer’s kit, fluffy pillow, ink, inkpen, journal (for writing tales and songs of her heroics), mess kit, green flannel pyjamas with the word 'HERO' written on the back in purple sequins, land shark tooth necklace made by Alaka, spell component pouch, tent, traveller’s any-tool, waterskin (2), small barrel of fresh water, purple wig (short bob with the ends curled out), rations (7 days)
Carrying Capacity
Light 0-28.5 lb. Medium 29-57 lb. Heavy 58-86 lb.
Current Load Carried 29 lbs. (some in handy haversack)
Money 1,786 GP 8 SP 6 CP

Tale of a Hero!:

Trinket was just a nameless whelp fresh out of her birthing cage when her tribe was destroyed by the Nirmathi rangers outside Tamran. She grew up on the fringes of the town, scrounging from their refuse and sneaking as close to the warm smoke from their chimneys as she dared. It was there that she learned about heroes.

Heroes has freed this town and its people from their evil overlords! Heroes had driven back armies! Heroes had destroyed some menace called 'goblins!' Heroes were AMAZING.

That was what Trinket would become...

She spent the next long part of her life (a year to those of us who care to count) practising and preparing; listening to tavern tales and fireside stories; and collecting all the flashiest bits of garbage that she could! Now prepared with her hero's attire, hero's code and a really cool feather in her hat, Trinket heads out into Tamran to save people and fight evil and stuff!

People cheered her (they screamed), people gave her gifts (they threw things at her) and people even wrote epic tales about her (town criers spread news of another looming goblin treat)! She was doing great!

But whats this news about Phaendar? Don't THEY deserve a hero as good as she is? They sure do!

And so Trinket sets off into the wider world, to save it, and fight an army and do hero-y stuff!

Appearance and Personality:

Trinket Sparkleplume is a nimble little goblin with bright green skin and big floppy ears. Her eyes are bigger than normal, and bright yellow. She wears extremely flamboyant clothes in a variety of colours and styles, a bright purple wig on her head (a short bob with the ends curled outwards) and a very fine hat with a peacock feather plume. She's excitable and easily distracted.

Trinket Sparkleplume is an honestly good, person (goblin). She adores epic tales of heroes and the saviours and protectors of Nirmathis and desperately wants to be like them. She aspires to brave, and bold, and clever. She wants to fight evil, and save people, and maybe even have people cheer her name.

Trinket's not the sharpest knife the drawer. She got her entire education from eavesdropping down peoples chimneys, and she's got poor sense motive. Although she does stealth and heroic entrances (ambushes), she's not much into subtlety. Acrobatics and diplomacy are some of her favorite skills and Oratory Is her performance of choice.

Trinket has no racial/gender preconceptions or prejudices and lives in great excitement for when she gets to meet one of these dreaded 'Villains' she's heard so much about!

Even more than fighting evil, Trinket wants to help people and make friends. She wants to inspire her allies to great heroics and feats of daring. Cause anyone can be a hero. Even someone like her.

In her time since travelling out of Tamran she's discovered she's pretty good at this whole 'healer' thing. She's taken to it with enthusiasm and finds great joy in removing splinters, bandaging boo-boos and saving lives!