Jeremo The Natterer
Human Rogue 1
Medium Humanoid
Chaotic Neutral
Init +7 (Dex+Feat); Senses Listen +2, Spot +2;
Languages: Common, Abyssal, Elven, Dwarven, Halfling
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AC 13, flatfooted 10, touch 13;
HP 8 (HD 1d6+2)
Fort +2, Ref +5, Will +2;
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Spd 30';
Melee: Rapier +3 (1d6+0/18-20x2);
Melee: Dagger +3 (1d4+0/19-20x2), Fist +3 (1d3+0x2);
Ranged: Dagger +3 (1d4+0/19-20x2) Range 10', 1 ammunition;
Attack Options:
Base Atk (+3) - (Weapon Finesse) Grapple (+0)
Damage Bonus (+0)
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Abilities: Str 10 [+0], Dex 16 [+3], Con 14 [+2], Int 15 [+2], Wis 15 [+2], Cha 17 [+3].
XP: x
Feats: Exotic Weapon Proficiency (Rapier), Improved Initiative, Stealthy (AE), Weapon Finesse, Sneak Attack (+1d6), Trapfinding
Skills: Skill Pts: 4x(8+2) = 40 -- Bluff +7 [4], Diplomacy +5 [2], Sense Motive +5 [2], Tumble +7 [4], Disable Device +7 [4], Search +6 [4], Hide +9 [4], Move Silently +9 [4], Perform +5 [2], Intimidate +7 [4], Open Lock +5 [2], Disguise +7 [4]
Possessions: Expensive robes (40 gp, 2 lbs) Jester’s Outfit (Free, 2lbs), Assorted Hats (10 gp, 4lbs), Silver Jester’s Staff (3 gp 2lbs) Dagger (2gp, 1lbs), Rapier (20gp, 2lbs).
Money: 14gp, 0sp, 0cp.
Encumbrance: lbs; Load: 33/66/100
Description: [6'0", 170lbs] Jeremo… is flamboyant to say the least. He has one blue eye and one brown eye, his hair is either extremely well groomed or wildly unkempt, depending on his mood. Jeremo is tall, yet lanky, exaggerating his comical idiosyncrasies. His favorite ‘costume’ is that of a Jester which he enjoys sporting at unusual times. He has a marvelous collection of just about every kind of cloth hat ever made. More often than not, he has a wide grin on his face… also at unusual times.
Personality: Jeremo’s flamboyance in dress is only outdone by his flamboyance in character. He carries a rapier at his side, and frequently conquers imaginary villains via swashbuckling with the air. It is rumored that Jeremo doesn’t breathe, he simply talks to stay alive (hence his nickname, the ‘Natterer’). It is difficult for anyone to become angry, or even annoyed at Jeremo, at least for extended periods of time. He has a disarming, boyish charm about him that can make even the gruffest of characters smile. In combat situations, Jeremo will prefer talking before fighting – and he will probably talk while fighting as well – attempting to parley at the former, and attempting to intimidate during the latter. This unassuming, foolish manner (whether due to partial insanity, or utter genius) has saved Jeremo’s life on more than one occasion. He is capricious, but not to the point of recklessness. Some suspect that Jeremo is more than what he seems, however whenever anyone attempts to look past the flamboyance that is Jeremo, he reveals nothing other than what he appears on the surface. Jeremo is truly analogous to a Joker – a Wild Card.
History: Jeremo began his days in Sigil, the City of Doors where he was born a destitute orphan. On the streets, he made his living via stealth and street performing. Despite the offstandish nature of Sigilians in general, Jeremo made quite a reputation for himself as a small time performer in the streets of the Lady’s Ward. He eventually came to be allied with various guilds within the city and ran smalltime operations that exploited his stealth and diplomatic, disarming abilities. Wanting to make a bigger name for himself, he wisely decided to leave Sigil (such as not to draw attention to himself and draw ire of some of the more treacherous power players in the city) and has arrived to a land foreign to him. Perhaps one day he will return to Sigil and not be quite as smalltime as he has been. Or perhaps he will just enjoy his travels away from Sigil and wander the multiverse. With Jeremo, you really cannot be sure.