Francazio Zedwig Wordsworth III, aka "Frank the Prank"
Male gnome Bard 9
CG Humanoid (gnome)
Age 62, Height 3'5, Weight 40 lbs.
Traits Lore Seeker +1 Knowledge (arcana), Pick 3 spells from list and they function +1 caster level and +1 DC's (if any) (Hideous Laughter, Glitterdust, Dispel Magic)
Indomitable Faith +1 Will Save
Languages Common, Gnome, Sylvan, Giant, Elven, Aklo, Varisian, Draconic
Patron Deity Cayden Calien
XP 60,420/71,000 (up to the Battle of Fort Rannick)
Str 10 +0
Dex 16 +3 (20 +5)
Con 16 +3
Int 14 +2
Wis 12 +1
Cha 24 +7
Speed 20', Initiative +3
Hit Die 9d8+27, Hit Points 87
AC 20 (+5 Armor, +3 Dex, +1 size, +1 ring) (22 (+5 armor, +5 Dex, +1 size, +1 ring)
Base Attack +6/+1
Melee +7/+2 (+1 size)
Ranged +10/+5 (+1 size)
CMB +5 (-1 size)
CMD 19 (10+6 Base+0 Str+3 Dex- 1 Size+1 deflection) (21)
Saving Throws (+2 vs. illusion spells and effects, +4 vs. bardic performance, sonic, and language-dependent effects)
Fortitude +10 (+3 Base, +3 Con, +2 Great Fortitude, +2 cloak)
Reflex +11 (+6 Base, +3 Dex, +2 cloak) (+13)
Will +10 (+6 base, +1 Wis, +1 Trait, +2 cloak)
1st Great Fortitude
3rd Lingering Performance
5th Extend Spell
7th Expanded Arcana (Good Hope)
9th Hero's Fortune (Gain a hero point, max is 5 instead of 3)
Ability modifiers +2 Con, +2 Cha, -2 Str
Small + 1 size bonus to AC, +1 size bonus on attack rolls, -1 penalty to CMB and CMD, +4 size bonus to stealth
Slow speed 20'
Low light vision Can see twice as far in conditions of dim light
Defensive training +4 dodge bonus to AC versus monsters of the giant type
Hatred +1 attack against humanoid creatures of the reptilian and goblinoid subtypes
Gnome Magic +1 to DC's of Illusion spells, Spell-like abilities 1/day: Dancing lights, Ghost sound, Prestidigitation, and Speak with animials. Caster level equal to gnome's level. DC for these spells is equal to 10+spell level+ Cha modifier
Illusion resistance +2 racial saving throw bonus versus illusion spells and effects
Keen senses +2 racial bonus to Perception checks
Obsessive +2 racial bonus on a Craft or Profession skill of their choice
Weapon Familiarity Treat any weapon with the word "gnome" in it as a martial weapon
Favored class Bard (Extra skill point 1st-8th)
Increased ability score Charisma 4th, Charisma 8th
Bardic knowledge (Ex) A bard adds half his class level to all knowledge skill checks and may make all Knowledge skill checks untrained
Bardic Performance 24 rounds/day
Starting bardic music is a standard action and maintained as a free action. Changing a bardic performance from one effect to another requires bard to stop the previous performance and start another as a standard action. Bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level can start performance as a move action, at 13th level can start performance as a swift action.
Each bardic performance has audible components, visual components, or both
If audible, targets must be able to hear the bard for the performance to take effect. A deaf bard has a 20% chance to fail when attempting bardic performance. If the check fails, the attempt counts against his daily limit. Deaf creatures are immune to bardic performances with audible components
If visual, targets must have line of sight to the bard for performance to have any effect. A blind bard has a 50% chance to fail while attempting a performance with a visual component. If he fails it counts against his daily limit. Blind creatures are immune to bardic performance with visual components
Countersong (Su) At 1st level a bard earns to counter magic effects based on sound (but not spells that have verbal components). Each round of countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30' of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw. If a creature within range of countersong is already under the effects of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round but must use the bard's Perform check for the save. Countersong uses audible components.
Distraction (Su) At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30' of the bard (including himself) tha is affected by an illusion(pattern) or Illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw. If a creature within range is already under the effects of a noninstantaneous illusion (pattern) or Illusion (figment) magical attack, it gains another save each round but must use the bard's Perform check result. Distraction relies on visual components.
Fascinate (Su) At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90', able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of nearby combat or other dangers prevents this ability from working. For every 3 levels beyond 1st, he can target one additional creature with this ability.
Each creature within range gets a Will save (DC 10+ 1/2 bard level+ Cha modifier) to negate effect. If save succeeds the bard cannot attempt to fascinate that creature again for 24 hours. If save fails, the creature sits quietly and observes the performance for as long as the bard maintains it. While fascinated, a target takes a -4 on all skill checks made as reactions, such as Perception checks. Any potential threat to target gives it a new save versus the effect. Any obvious effect, such as drawing a weapon, casting a spell, or aiming a weapon at target breaks effect immediately.
Fascinate is an enchantment (compulsion), mind-effecting ability. Fascinate relies on audible and visual components.
Inspire Courage (Su) At 1st level a bard can inspire courage in his allies (including himself). To be affected, an ally must be able to perceive the bard's performance. An affected ally receives +1 moral bonus on saving throws against charm and fear effects and +1 competence bonus on attack and damage rolls. At 5th level and every 6 levels there after this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-effecting ability. Bard must choose which component to use when starting his performance.
Inspire Competence (Su) At 3rd level, can use performance to help an ally succeed at a task. Ally must be within 30' and be able to hear the bard. That ally gets a +2 competence bonus on that skill check. This bonus increase by +1 for every 4 levels beyond 3rd. A bard can't inspire competence in himself. Inspire competence relies on audible components.
Suggestion (Sp) At 6th level, a bard can use his performance to make a suggestion (as per the spell) t a creature he has fascinated. Using this ability does not interrupt the fascinate effect, but does require a standard action to activate. A bard can use this ability more than once against an individual creature during an individual performance.
Making a suggestion doesn't count against the bard's daily use of bardic performance. A Will save (DC 10+ 1/2 bard level+ Cha mod) negates the effect. This ability effects only a single creature. Suggestion is an enchantment (compulsion), mind-effecting, language-dependent ability that relies on audible components.
Dirge of Doom (Su) At 8th level, a bard can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. Enemy must be within 30' and able to see and hear the bard. The effect persists for as long as the enemy is within 30' and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked even if the target is already shaken from another effect. Dirge of doom is a mind-effecting fear effect, and relies on audible and visual components.
Inspire Greatness (Su) At 9th level a bard can inspire greatness in himself or a willing ally within 30'. For every 3 levels beyond 9th he can target another ally to a max of 4 at 18th level. To inspire greatness all allies must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10's), the commensurate number of temporary hit points (apply con modifier if any to these), a +2 competence bonus to attack rolls and a +1 competence bonus to fort saves. The bonus Hit Dice count as regular Hit Dice for determining the effects of spells that are Hit Dice dependent. Inspire Greatness is a mind-affecting ability that relies on audible and visual components.
Versatile Performance (Ex) At 2nd level, a bard can choose one type of Perform skill. He can use this bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his Perform skill bonus, including class skill bonus in place of its associated skill's bonus, whether or not he has ranks in that skill or is a class skill. At 6th level and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal)
Well-Versed (Ex) At 2nd level a gains a +4 bonus on saves made against bardic performance, sonic and language-dependent effects.
Lore Master (Ex) At 5th level, the bard can take 10 on any Knowledge skill checks he has ranks in. A bard can choose not to take 10 and roll normally. 1/day a bard can take 20 on any Knowledge skill check as a standard action. He use this ability one additional time per day every 6 levels beyond 5th, to a maximum of 3/day at 17th level.
Skills (Can use Perform (Comedy) in place of Bluff and Intimidate and Perform (Oratory) in place of Diplomacy and Sense Motive)
Acrobatics +16 (5 ranks, +3 Dex, +3 class skill, +5 boots) (+18)
Bluff +19 (Perform (Comedy))
Diplomacy +19 (Perform (Oratory))
Escape Artist +10 (4 ranks, +3 Dex, +3 class skill) (+12)
Intimidate +19 (Perform (Comedy))
Knowledge (arcana) +13 (3 ranks, +2 Int, +3 class skill, +1 trait, +4 level)
Knowledge (dungeoneering) +11 (2 ranks, +2 Int, +3 class skill, +4 level)
Knowledge (engineering) +6 (+2 Int, +4 level)
Knowledge (Geography) +11 (2 ranks, +2 Int, +3 class skill, +4 level)
Knowledge (history) +10 (1 rank, +2 Int, +3 class skill, +4 level)
Knowledge (local) +12 (3 ranks, +2 Int, +3 class skill, +4 level)
Knowledge (nature) +11 (2 ranks, +2 Int, +3 class skill, +4 level)
Knowledge (nobility) +6 (+2 Int, +4 level)
Knowledge (planes) +12 (3 ranks, +2 Int, +3 class skill, +4 level)
Knowledge (religion) +6 (+2 Int, +4 level)
Perception +11 (5 ranks, +1 Wis, +3 class skill, +2 racial)
Perform (Comedy) +19 (9 ranks, +7 Cha, +3 class skill)
Perform (Dance) +12 (2 ranks, +7 Cha, +3 class skill)
Perform (Oratory) +19 (9 ranks, +7 Cha, +3 class skill)
Perform (Sing) +16 (6 ranks, +7 Cha, +3 Class skill)
Linguistics +10 (5 ranks, +2 Int, +3 class skill)
Sense Motive +19 (Perform (oratory))
Spellcraft +14 (9 ranks, +2 Int, +3 class skill)
Stealth +11 (1 rank, +3 Dex, +3 class skill, +4 size) (+13)
Use Magic Device +19 (9 ranks, +7 Cha, +3 class skill)
Hero Points 3
Bardic Music 27 rounds/day (move action to activate) (21)
Inspire courage +2
Inspire competence +2
Fascinate DC 21
Suggestion DC 21
Spell-like abilities 1/day Dancing Lights*, Ghost Sound, Prestidigitation, Speak w/ Animals
Spells DC=10+ spell level+ Cha modifier, Concentration check +16
0 level- Detect Magic, Light, Mage Hand, Mending, Open/Close, Read Magic
1st level (7/day)(5) Cure Light Wounds, Hideous Laughter (+1 caster level and DC), Restful Sleep, Timely Inspiration, Touch of Gracelessness
2nd level (6/day)(2) Cat's Grace, Glitterdust (+1 caster level and DC), Invisibility, Mirror Image
3rd level (5/day)(2) Dispel Magic (+1 caster level), Good Hope, Haste, Purging Finale, See Invisibility
+1 Light crossbow +11 1d6+1 19-20 x2 (+13)
Masterwork longsword +8/+3 1d6 19-20 x2 (In Scabbard of Vigor, 1/day can activate as part of drawing weapon to endow with an enhancement bonus. +4/1round, +3/3 rounds, +2/5 rounds, +1/10 rounds)
+1 Mithral Chain Shirt (+6 max dex, 0 ACP)
+1 Mithral Chain Shirt (2100 gp) 5 lbs.
Masterwork Longsword (315 gp) 2 lbs.
+1 Light Crossbow (2335 gp) 2 lbs.
37 bolts (4 gp) 2 lb.
Handy Haversack (2000 gp) 5 lbs.
Headband of Alluring Charisma +2 (4000 gp) 1 lb.
Cloak of Resistance +2 (4000 gp) 1 lb.
Ring of Protection +1 (2000 gp) -
Scabbard of Vigor (1800 gp) 3 lb.
Wand of Shield (49 charges, CL 1) (750 gp) - Ib Haversack
Wand of Magic Missile (49 Charges, CL 5) (3750 gp) - in Haversack
Wand of Lesser Restoration (50 Charges, CL 3) (4500 gp) - in Haversack
Boots of Elvenkind (2500 gp) 1 lb.
10 potions Cure Light Wounds (1d8+1) (500 gp) - in Haversack
2 Tanglefoot bags (100 gp) 8 lbs. in Haversack
2 Antitoxin (100 gp) - in Haversack
2 Smokestick (40 gp) 1 lb. in Haversack
2 Alchemical grease (10 gp) 2 lbs. in Haversack
Flash powder (50 gp) - in Haversack
Sneezing powder (60 gp) in Haversack
Bedroll (1 sp) 2.5 lbs. in Haversack
Waterskin (1 gp) 2 lbs. in Haversack
Spell component pouch (1 gp) 1/2 lb.
1,784 gp, 9 sp
Carrying Capacity/Encumbrance (Light Load 0-25 lbs., Medium Load 26-49, Heavy Load 50-75 lbs.)
22 1/2 lbs.
Francazio has long green hair he ties back into a ponytail. He sports a long thin green mustache that sticks straight out like pencils and green soul patch on his chin. He wears colors of all sorts and nothing is off limits. He'll wear red with pink with oanrge and green; the more outrageous the better. He has a likeable disposition but tends to pull pranks on anyone and everyone. He loves to see what he can get away with before someone blows their top.
Francazio grew up in Magnimar, his father Franczio Zedwig Wordsworth the II worked at the Golemworks there. Young Francazio found he had a penchant for magic which led him go to Korvosa and study magic at the prestigious magic school, the Acadamae. There he found the studies of magic to arduous for his tastes, they took magic too seriously when he just wanted to use it for fun. Francazio was promptly kicked out of the Acadamae when he switched all the labels in the Alchemy lab with disastrous yet beautiful results, all students and teachers in the room had there skin turned blue and it took months before the grand wizards were able to find the proper incantation to reverse the process. This earned Francazio his infamous nickname Frank the Prank. After being dismissed from the Acadamae, Francazio enrolled in the less prestigious and smaller school Theumanexus College of magic. There he learned he wasn't going to be a great wizard or sorcerer for he wasn't as knowledgeable as most thought, but was able to help his fellow students in tough tasks and learned just enough about magic to grasp enough to help his fellow friends. He graduated from Theumanexus at the bottom of his class... but he did graduate.
With his new found knowledge in magic and his ability to make people laugh and enjoy themselves, he moved back to Magnimar and landed as the entertainer for the Lord-Mayor Haldmeer Grobaras. During one of the Lord-Mayor's parties, Francazio had one of his best performances and all laughed and clapped except for the Lord-Mayor who just yawned and waved his hand dismissingly toward Francazio. Later that evening, the Lord-Mayor took Francazio for one of his servants and asked him to fetch him a drink. He decided to teach the Lord-Mayor a lesson. He took apart his favorite carriage and put it back together on the roof of his manor. No one saw the gnome do this so there was no proof to pin this on Francazio. For months, the Lord-Mayor didn't care about the performances or "mistaken" Francazio for a servant or worse. One day Francazio had had enough, he would make sure the Lord-Mayor would know who he was. He spent an entire day under the great bridge in Magnimar collecting bat guano. When he had a large bag full he enacted his plan, that night he spread the guano on the lawn of the Lord-Mayor's front yard. No one noticed the compost for a whole day and it took one more to clean the mess. The next few days brought heavy rains and with it, new growth on the Lord-Mayors lawn. The deeply enriched guano had fertilized the lawn where Francazio had spread it, making those areas darker and more lush than the rest of the lawn. The fertilized area spelled out "It was I, FRANCAZIO ZEDWIG WORDSWORTH III!" making sure the Lord-Mayor would never forget who he was again... and he didn't. He bought Francazio up on vandalism, trespassing and wanton destruction charges. All carried minimal sentences, but instead of doing his time in jail, Francazio decided to join the Order of the Black Arrow. He would help and entertain those men... at least they would appreciate him, now a known bard as well as petty criminal.
Last edited by Spasseltock Nimblefingers; 01-18-2017 at 12:32 PM.
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