Burlap Thimblewit

Description:

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BURLAP

Hobgoblin Ludicrous Mage, Follower of Thoth

Burlap looks like a burned out clown with dyed hair (red) that is receding prematurely. He wears heavy leather with bells and lots of pockets (mostly full of cigars; his favorites). He wears rings on all of his fingers and his beard is braided. He is fit but a little lean and will not wipe that stupid grin off his face (unless he is ‘off the clock’). He loves as much eclectic color he can wear; stripes, dots, checkers, it doesn’t matter. His outfit clashes so bad it’s a miracle that he can prowl at all (he takes off bells to prowl but keeps them close for distraction).


Picture by Peachyco.




Name: Burlap Thumblewit
Alternate Name: Jagatta Hakalugi
Rank: 12th Level
OCC: Ludicrous Mage
Race: Hobgoblin (40 ft. Nightvision)
Land of Origin: Western Empire (Caer Itom; home town)

No current changes.

VITAL STATISTICS
ATTRIBUTES
SAVING THROWS
COMBAT BONUSES
HT 4’6" IQ 10 Save vs Magic +2 Strike +4
WT 120 lbs ME 30 Save vs Psionics +9 Parry +7
PPE 211/211 MA 8 Save vs Illusion +4 Dodge +8
HP 39/39 PS 17 Save vs poison +2 Roll +7
SDC 33/33 PP 17 Save vs horror +5 Pull +3
PE 17 Save vs coma/death +6% Initiative +4
Exp. 193,625 PB 7 Save vs Disease +2 Damage +11
Sex Male SPD 24/2 Save vs Possession +2 Disarm
Birthday 10/13/67 (Age: 45) Save vs Faerie Magic +3 Critical 18, 19, 20
HTH: Martial Arts Save vs Insanity +13 Attacks 7
Alignment Unprincipled Save vs Ludicrous Magic: +5
Humor Factor 14 Spell Strength 15
Leap 4 feet up; 5 feet across

Gold

<4,477> Western Empire <0> Island of Bizantium <0> Eastern Territory
<0>Timiro Kingdom <0> Wolfen Empire <4> Dragons Coins
Tier 1
Old Kingdom Western Empire Phi and Lopan Island of Bizantium
Tier 2
Eastern Territory Timiro Kingdom Wolfen Empire
Tier 3
Land of South Winds Mount Nimro Orcish Empire
Weapon Proficiencies Level Acquired Strike Parry Thrown Rate Range
Paired: Knives 1 +4 +4 +7
Blunt 1 +5 +5 +2
Targeting 1 +5
Archery 1 +10 +7 8 +240’
Mouth Weapons 7 +1
Weapons On Person Damage Range Number Notes
Throwing Knives (4) 1D6 40’
Transformable Arrows/Knives (2) 2D6+6 40"
Daggers (Paired) 1D6
Enchanted Short Bow 2D6 500’ See note below
Mace 2D6
Smoke Bombs (6) Special 40’
Enchanted Bow a.k.a. Red Ryder Special 500’ Empower This feature will take normal arrows and double their damage against supernatural evil creatures.
Bottomless Quiver 128 capacity The name is something of a misnomer, as there is a finite number of arrows. However, this ordinary-looking quiver that is treasured by archers, for it has a larger space on the inside than on the outside. Up to 128 arrows may be placed in one of these quivers, although only 20 show, plus the weight is only that of 20 arrows. The quiver looks like a normal container for arrows, except the number of arrows never seems to diminish (until the arrow supply gets to 20 or less).

Now this quiver has one added feature if you have multiple sets of arrow you can call out which type and that will be all you find until you call out another type, or run out.
Enchanted Arrows: Armor Piercing 2D6 500’ 98 This feature will bypass the
A.R. of their targets.
Lightning Arrows: Heavy 6D6 750’ 30 Transforms into a lightning bolt!
Enchanted Arrows: Transformable Dagger Special 500’ 10 This feature will allow the arrow to transform into a dagger. The wielder may throw it as a dagger and has one action to say the command word and transform it in flight back to an arrow. If this is done the range increases from a daggers range to the arrows range shot from a short bow! Damage: 2D6 + 6 as an arrow; 1D6 + 3 as a dagger. Command Word: Farshot (carved on the dagger handle or arrow sheaf)


Armor AR SDC
Leather 11 30

Kick Attacks: Damage Notes
Karate 1D6 Front snap style kick
Axe 1D6 Downward chopping motion kick
Roundhouse 3D6 Only used once per melee round
Back Sweep 0 Knockdown, no parry
Tripping Leg Hook 0 Knockdown, no parry
Jump Kick 6D6 Must be 1st attack Only defend after
Flying Jump Kick 4D6 Must be 1st attack Only defend after
Leap Attack 3D6 Critical
Body Throw/Flip 1D6 Knockdown
Special Skills Base % Start Current Total %
Monologue 35+5 1 12 90%
Make Balloon Animals/Monsters 60+2 1 12 85%
Clowning 20+5 1 12 75%
Underground Tunneling 20+5 1 12 75%
Underground Architecture 5+5 1 12 60%
Underground Direction 10+5 1 11 65%
Nightvision 40’
Leap 5 feet across; 4 feet up Pull-volt 8 feet
OCC Skills Base % OCC B+ Start Current Total %
Language: Western Empire 98 1 12 98%
Language:Gobblely 40+5 20 1 12 98%
Language:Elven 40+5 20 1 12 98%
Math:Basic 45+5 25 1 12 98%
Cardshark 24+4 10 1 12 88%
Escape Artist 25+5 10 1 12 90%
Mime 30+5 10 1 12 98%
Imitate Voice/Impersonation 36/16/16/12/10+4 15 1 12 95/75/75/71/69%
Play Didgeridoo 25+5 10 1 12 90%
Play Dwarven Pipes 25+5 10 1 12 90%
Play Accordion 25+5 10 1 12 90%
Dance 30+5 25 1 12 98%
Sing 30+5 15 1 12 98%
Acrobatics - 5 1 12
Gymnastics - 10 1 12
Balance 40+5 10 1 12 98%
Tightrope 30+3 5 1 12 70%
Back Flip 40+5 15 1 12 98%
Parallel Bars/Rings 30+3 10 1 12 75%
OCC Related Skills Base % B+ Start Current Total %
Lore: Demon Monster 25+5 10 1 12 90%
Sign Language 25+5 10 1 12 90%
Jesting 28+3 10 1 12 71%
Literacy:Elven 30+5 5 1 12 90%
Palming 20+5 5 1 12 80%
Prowl 25+5 3 12 70%
First Aid 30+5 3 12 75%
Streetwise 20+4 5 6 12 49%
Intelligence 30+4 5 9 12 47%
Tumbling: Stilt Walking (pro) 50%+5% 1 12 98%
Secondary Skills Base % Start Current Total %
Boxing 1 12
Tumbling (pro) 1 12
Juggling 35+5 1 12 80%
Swimming 40+5 1 12 95%
Running —- 4 10
Seamanship 22%+4 1 11 26%
Special Powers:MAGIC Spell Strength:15
Spell Casting Lev Acquired Level Spell PPE Cost Range Duration Save Book Note
Unnerving Laugh 1 n/a 8 30’ 1 min +1/melee/lev Insanity 16 9.5 -3 all combat, reduce attacks by 1/2, skills -20%
Cloud of Laughter 1 1 4 100 feet 4 melees +1 melee per s 9.5 30’X30’X30’ of sweet smelling laughing gas (-4 to strike parry and dodge; -10% to skills)
Never Ending Handkerchief 1 1 2 Self 5 minutes per n/a 9.5 30’ (+5’ per level) of handkerchief can support 600 lbs.
Scents Evil 1 1 2 Self 2 minutes per n/a 9.5 Smells evil 80 feet
Scents Magic 1 1 2 Self 5 minutes per n/a 9.5 Smells magic 120 feet
Hand Buzzer 1 2 3 Self 1 melee s 9.5 -4 to strike, parry and dodge and loose one attack or nothing if they save vs. magic
Bouncing Balls 1 3 5 per 5 50×50×50 1 minute per level dodge 9.5 balls accelerate to 200 mph and do 1D6 per 5 balls
Turn Dead 1 2 4 60 feet Instant s Main 24 hours hold
Chameleon 1 2 6 Self/Touch 16 melees per level none Main 90% if not moving
Ventriloquism 1 1 2 10 feet radius Instant s Main 90% proficient
Boo 1 1 1 90 feet +30 per Instant None 22 Victim lose initiative
Fart Blossom 1 1 2 120 feet radius 2 minutes per level None 9.5 Same as Cloud of Smoke: smells rancid
Cotton Candy 1 2 5 60 feet 5 minutes per level None 9.5 Same as Carpet of Adhesion: smells sweet
Rubber Knife 1 4 12 100 feet per 2 minutes per level None 00 Turns bladed weapons into harmless rubber
Butterfingers 2 2 3 60 feet +15 per 30 seconds per level s 22 40% (+8% per level and the casters P.P.) that they loose the contents of their hands
Cymbals 2 1 5 10 feet per 1 melee s 00 Cymbals ring for one full melee as a distraction -2 to all combat bonuses and -1 to attacks
Stars and Birds 2 2 6 Immediate area 4 minutes per s 00 3D6 stars and birds surround the character each time they are hit and the penalties are accumulative to strike, parry and dodge (POW -1, POW -2 etc…)
Diarrhea 3 2 4 or 6 60 feet 30 seconds s 22 victim within two melees needs to go bathroom.
Lost for Words 3 3 6 45 feet +15 per 3 minutes per s 22 victim cannot cast magic or really speak well for that matter
Water Dump 3 3 8 60 feet Instant Dodge (-8) 9.5 1D8X10 to vampires (-8 to dodge)
Field of Rakes 4 4 10 60 foot radius 6 melees per None 00 1D4 X 1D6 (victim is -4 to initiative and strike; 25% chance to trip and fall)
Yo-Yo 4 4 7 5 feet per 4 melees None 00 used for entangle and strike, requires a PS of 20 to break the line if entangled
Scardy Cat 4 4 7 90 feet +5 per 2 minutes per s/-2 22 The victim suffers from a HF of 6 to the small, 8 to the medium and 10 to the large.
Drunken Master 5 5 10 Self/30 feet 3 minutes per s 22 The victim is impaired (-4 to initiative, -2 to strike, parry and dodge; victim is half speed)
Face of a Clown 5 1 2 5 feet 1 minute per s 22 imposes a clowns makeup on the victim
Ichy Ichy Scratchy 5 5 7 60 feet +10 per 2 minutes per s 22 -35% to skills, -2 to APM, strike, parry, dodge and initiative
Subtitles 6 5 10 Self 3 minutes per s 00 Words appear under the characters face about collar bone height in the language of the those viewing it in their native language
Quiver of Rubber Chickens 6 6 20 300 feet Permanent None 00 The arrows can be launched as far as 300’; 3D6 per arrow; 5 arrows per APM of caster
Giant Protective Bubble 6 6 20 Self/Others 5 minutes per level s 9.5 45 SDC +5 per level of experience
Joy Buzzer 7 4 6 Touch 1 minute per level s 22
Follow the Bouncing Ball 7 7 25 700 feet 3 minutes per s 00 The victim will be compelled to follow the ball that is traveling in the 30X30.
Keel Over 7 7 20 Touch 1 melee per s 9.5 Victim falls in a coma after laughing doing 1D6 (+1 per level) of damage to the victim; supernatural suffer damage and fall over but do not pass out
Tongues of Helium 6 8 12 Self or Touch 20 melees per level None 00 Tongues spell with a helium humor (+1D4 to HF)
Anvil 6 8 15 300’ or line of sight Instant Dodge 00 Knock out for 3D4 melees; dodge at 18 or better
Think Out Loud 6 8 16 30’ +3’ per level 16 melees per level Standard 22 Their thoughts come out loud
Water Balloons – Black 3 9 8 40’ + 5’ per level Until Thrown Dodge 9.5 Oil non-flammable slippery on a 6’ X 6’ area -3 to strike, parry and dodge
Water Balloons – Blue 3 9 5 40’ + 5’ per level Until Thrown Dodge 9.5 Water balloon (4D6 to vampires)
Water Balloons – Red 3 9 15 40’ + 5’ per level Until Thrown Dodge 9.5 5D6 damage from liquid plasma
Water Balloons – Yellow 3 9 8 40’ + 5’ per level Until Thrown Dodge 9.5 Shining in luminescent light and smell like a skunk
Water Balloons – White 3 9 12 40’ + 5’ per level Until Thrown Dodge 9.5 3D6 damage to everyone in the blast area of magic energy (half to vampires)
Pies – Cream 3 9 2 100’ + 10’ per level Instant Dodge 9.5 No damage; just a pie; victims are -4 to strike parry and dodge
Pies – Banana Cream 3 9 4 100’ + 10’ per level 1D4+2 melees Dodge 9.5 20% slipping and falling
Pies – Blueberry 3 9 4 100’ + 10’ per level 1D4+2 melees Dodge 9.5 Blue dye explosion 1D4 impact damage
Pies – Cement 3 9 6 100’ + 10’ per level 1D4+2 melees Dodge 9.5 2D6+1/lev damage
Pies – Cherry 3 9 6 100’ + 10’ per level 1D4+2 melees Dodge 9.5 1D6 damage and a loaded spray of red all over
Pies – Exploding 3 9 12 100’ + 10’ per level 1D4+2 melees Dodge 9.5 1D6 damage per level of experience
Pies – Gas 3 9 8 100’ + 10’ per level 1D4+2 melees Dodge 9.5 Gas cloud for 4 melees per level 30’X30’X30’; -4 to strike, parry & dodge
Pies – Homing 3 9 10 100’ + 10’ per level 1D4+2 melees Dodge 9.5 Turns any pie (except nuclear) 200 feet throw and victims are -6 to dodge +1D4 damage to the face from impact
Pies – Lemon 3 9 20 100’ + 10’ per level 1D4+2 melees Dodge 9.5 4D6 (+2 per level) damage; burns for two melees
Pies – Nuclear 3 9 120 100’ + 10’ per level 1D4+2 melees Dodge 9.5 1D4X10 (+5 per level), 10’ blast radius
Ludicrous Speed 6 9 12 Self or Touch 4 melees per level None 00 Speed of 66 (45 MPH) with a dust cloud that comes as a trail behind the character. +3 to parry and +8 to dodge
Flash Trench Coat 2 10 5 20’ Instant Standard 00 Victims are -10 to strike parry and dodge for 2D4 minutes; only affects those in front of the character
Unlimited Ammo 7 10 24 Touch 2 melees per level Dodge with -2 22 One weapon by touch; all the damage is imaginary but real to the victim and will pass out when the damage has depleted SDC and HP.
Turn Water to Beer 3 10 15 or 25 for specific 15’ Permanent None 22 10 gallons are turned to liquor; the good stuff and the caster chooses the flavor
Funny Glasses 11 4 10 100’ 1 minute/lev None 9.5 See Aura (only 1 minute), See Invisible for 100’. Also Nightvision 500’ (Magic Dark 15’)
Slinky Eyes 11 6 18 Self or Touch 10 min/lev None 00 See in all directions, plus gives Eyes of Thoth spell (read/understand all languages)
Healing Power of Laughter 11 7 25 Self or touch 1 melee None 9.5 Caster can do nothing but laugh 1 melee. If used on other, both nothing but laugh. End of melee Heal 1D6 HP or SDC/Lev (starts with hp) and gains positive outlook
Voice of Fear 5 12 12 30 feet 4 melees per level Standard 9.5 Caster creates an extremely frighting voice (+3 HF) and they gain a +1 to strike
Candy Cane of Doom: melee 6 12 22 Self 8 melees per level Dodge 9.5 3D6 damage, +1 to strike and +3 to entangle
Candy Cane of Doom: range 6 12 22 200 feet 8 melees per level Dodge 9.5 +3 aim shot 1D6 single shot, 4D6 rapid shot
Trick Rings 5 12 8 200 feet +100 feet per level 1 melee per level Dodge 9.5 Magic rings that can connect; Each ring is thrown with a +6 to strike, as a Frisbee 3D6 damage, +2 to strike; Link Rings (PS 30 (20 supernatural) to break rings or 20 points damage). Magi can adjust the rings to any size.
Inventory
Name
Count
Location
Description
Robe 1 Worn
Colorful Hats 3 One worn; two in pack pack All have bells
Colorful Summer Clothes 1 worn Bells on shoes, belt
Colorful Winter Clothes 1 In backpack Bells on shoes, arms
Backpack 1 on back
The Agreement 1 in backpack
Balloons 75 in small sack #1
Small Sacks 2 in backpack
Western Empire Passport 1 Small sack #3
Large Sack 1 in backpack
Make up Kit 3 uses in backpack
Bubble Gum 3 in small sack #2
Water Skin 1 In back pack
Tinder Box 1 in back pack
Crayons 50 In small sack #3
Sketch Pad 1 in small sack #3
Cherubot Rope 40’ in back pack
Smoke Bombs 1 in sack #1
Red Hat of Gidian 1 On head
Moon Beam Powder 2 in back pack Main p. 254
Ring Transformable to Knife 1 on finger Main p. 250
Cape of Dimensions 1 worn Main p. 257
Overkill’s list of 50 1 in small sack #3
Cigars of Syrefald 9 in small sack #3
Cigar of Explosion 1 in small sack #3 2D6 HP dam after 3 puffs
Cigar of Slumber 1 in small sack #3 Creates small cloud of slumber 10’ radius, 10th level after 5 puffs
Cigar of Blossoming 1 in small sack #3 Fart blossom spell 10’ radius 10th level after 4 puffs
Quiver of Holding Arrows (Elvin quality: 128 max) 1 Back
Elvin quality Bow (magic) 1 back
Magic Arrows (turns to dagger) 2 Quiver
Armor Piercing Arrows 98 Quiver of Holding
Lightning Arrows 22 Quiver of Holding 6D6
Talisman of Magic 1 Around my neck 50 P.P.E.
Witches Bottle 1 Around my neck
Scroll of Fleet Feet (lvl 14) 3 backpack
Sand of Ma’ap 1 in small sack #2
Bells of Horus Day 12 in small sack #1


Drama Cards, Luck Points, Ace in the Hole
Last Stand/Expires 3/28/15

Ace In the Hole: 0
Luck Points: 0

Drama Cards Played Result
Hidden Stash Card Used to discover treasure at Mangy Carl’s (magic bow and arrows)



Bio:

Burlap is the seventh of fourteen children. He and his 13 siblings and parents are citizens of the Western Empire (well not citizens, more like slave stock). The family is owned by a man named Adeel; a peasant that got lucky one night and struck it rich in the casinos. To impress his friends and family he worked hard to build his wealth and eventually moved to the Northern Region of Caer Itom, capital of the Western Empire.

To compete with the locals who had money in their families for generations, Adeel bought slaves and educated them so that he could use his money to other uses. Burlap and his brothers and sisters, finding relief from their predicament, served young Adeel and his family faithfully for eleven years before things changed for young Burlap.

To further his power base Adeel had Burlap and his brother Behngay trained in the art of magic. Not being able to afford expensive wizard schooling, the lucky guy found some underground back street washed up Ludicrous Mage named Whanna and asked her to train his two slaves to be mages. The old woman laughed so hard she nearly died from the comedy of it all and agreed immediately going to work.

In exchange for her work Whanna Siemyhinnie (Burlap is sure that isn’t her real name) was given a cottage in a secluded place to practice magic as ‘Funny’ Magic is frowned upon. The two students worked hard and learned quickly and Burlap learned to love humor. Still he was a reject of Western society and bringing humor to their somewhat humorless lives seemed impossible. Alas, he set out to do such a thing.

The old Ludicrous Mage had taught him about the lay of the land and that there were opportunities to play tricks on people that would both free slaves and ridicule magic users country wide. Alas the prank he played on society didn’t work well and he was arrested. Adeel would not pay for his release and for the next two years he would sit in prison as happy as a loon. While some thought him crazy he had truly had come to be optimistic and would sing to himself and those around him. It was just recently that a mysterious female figure approached his cell, giving him a challenge: Serve Thoth and he would be free or serve his god Backsmack and go nowhere.

Burlap weighed the issue for three days before he made his final decision. Finally he agreed. The terms of the contract were simple. Serve Thoth and leave the Western Empire and be promised to have the chance to spread laughter world wide.

On the day that the young mage agreed, it would seem coincidental that Adeel had come to some new money and was able to pay for the slave’s freedom from prison. He said that in a dream he was shown money, instructions and was told to give the young slave his freedom. The hobgoblin wasn’t sure if he was kidding or not. That was either the king of luck of the draw or Thoth was really behind this.

Going home with Adeel he kissed his family goodbye and set out to secretly liven things up a bit for the world. For the past six years the young mage has wondered the globe looking for his lot in life and what Thoth wants. He has worked in hospitals and carnivals; he has traveled with lawmen and criminals but to no avail to find what Thoth wants. Backsmack has visited the mage to see if he can regain his follower but the trickster god can not seem to wean him from his quest (though the two have had some real good laughs) and though the god has not got back the hobgoblin, he still keeps in touch with a promise of magic if he would just come back.


Burlap Thimblewit

A God...Rebuilt HenryBingham