Man in Battle

Zurladew the Wit's page

196 posts. Alias of Jelloarm.


Full Name

Zurladew Ablenaffer

Race

Gnome

Classes/Levels

Sorceror 3

Gender

Male

Size

Small - 3'6", 41 lbs.

Age

80

Special Abilities

Arcane Bloodline, Cantrips, Eschew Materials

Alignment

CN

Location

Redwyrm House, Taldor

Languages

Common, Gnome, Sylvan, Elven, Dwarven

Occupation

Court Jester

Strength 7
Dexterity 10
Constitution 10
Intelligence 14
Wisdom 10
Charisma 19

About Zurladew the Wit

Gnome Racial Traits:
+2 Constitution, +2 Charisma, –2 Strength

Small: Gnomes are Small creatures and 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.

Slow Speed: Gnomes have a base speed of 20 feet.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant subtype.

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma 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.

Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes.

Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Arcane Bloodline Traits:
Class Skill: Knowledge (Nobility)

Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. - Marcotte (Light Mace)

Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

Init +0; Senses Low-light vision; Percep +2

Defense
AC 11, touch 11, flat-footed 11 (+1 size) - +4 dodge v. giants
hp 13
Fort +1, Ref +1, Will +3 (+7 v. illusions)

Offense
Speed 20 ft.
Melee Mwk Light Mace +0 (1d4-2)
Spells Known (CL 3rd; concentration +7)
1st (6/day) Color Spray (DC 17), Silent Image (DC 17), Identify, Vanish
0th (At will) Detect Poison, Ghost Sound (DC 16), Flare (DC 14), Message, Ray of Frost (+1)

Gnome magic (1/day) dancing lights, ghost sound (DC 16), prestidigitation, and speak with animals.

Statistics
Base Atk +1; CMB -2; CMD 8
Feats Eschew Materials, Spell Focus (Illusion), Taunt

Skills: 2 + Int (2) + Favored Class (1) - 5 skill pts./lvl
Acrobatics +0
Appraise +2
Bluff +10 (+3 ranks, +4 Cha, +3 CS)
Climb -2
Craft (Any) +2
Diplomacy +4
Disguise +4
Escape Artist +0
Fly +0
Heal +0
Intimidate +4 (-4 if smaller than intimidated foe)
Knowledge (Nobility) +8 (+3 ranks, +2 int, +3 CS)
Knowledge (Arcana) +7 (+2 ranks, +2 int, +3 CS)
Perception +2 (racial)
Perform (Comedy) +11 (+3 ranks, +4 cha, +3 CS, +1 trait)
Perform (Oratory) +6 (+2 ranks, +4 cha)
Profession (Scribe) +7 (+2 ranks, +0 Wis, +3 CS, +2 race)
Ride +0
Sense Motive +0
Stealth +4
Survival +0
Swim -2

SQArcane Bond (Jester's Marcotte), bloodline arcana, defensive training

Jester: +1 bonus to the Perform (comedy) skill and it’s a class skill for you. In addition, you gain a +1 bonus on Saves and opposed Skill checks to keep from revealing secrets which have been entrusted to you.

Skeptic: You gain a +2 trait bonus on all saving throws against illusions.

Gear - 70 gp

Background:
Zurladew decided at a young age that there was nothing for him as a gnome in Taldor. Essentially a second-class citizen, he'd never succeed in an honest life, and didn't have the means to adventure himself away. However, he knew that there was a place among the banners and courtrooms of the nobility, where a person of his... stature could speak their mind without fear, engage in all of the excesses and past-times of the nobles, and live to tell the tale the next day. It was then that he decided to work his way towards being a court jester.

While the first demeaning steps were certainly difficult to stomach, Zurladew's sharp wit, masterful story-telling demeanor, and penchant for illustrating with masterful illusions quickly caused a demand for him in high places. When he was offered the opportunity for residency with the Redwyrms, he leapt to it, more from the desire for a guaranteed bed than any loyalty to the Baron. However, the Baron's house rapidly proved to be to Zurladew's liking - he is now proud to be a member of the house.

The Baron's likability hasn't done much to improve Zurladew's opinion of other nobles - but in this line of work, that isn't necessarily a detriment.