Jasper Bellamy Character in Elmaloris | World Anvil

Jasper Bellamy (ʒas.'pɛʁ bɛ.'la.mi)

Jasper Bellamy (a.k.a. Monsieur Bellamy)

Scammed by Biban, a halfling alchemist. He is a so-called 'nightblade', who wields both spell and sword to strike from the shadows. He makes his earning with simple legerdemain/magic shows and undertaking tasks for any village he happens through.
There are many rumors surrounding the man, such as the rumor of him being a part of the Order of the Midnight Blade, and that the Order is a demon-worshipping cult, making him a cultist by association. Another is that he's not quite as he appears, especially below the belt, but most who hear this rumor dismiss the claim as being from vindictive lovers.
After showing off in Telhoken, Jasper started to migrate towards the north, ending up in Einarmund by the time of the Order of the White Wyrm forming.
Species
Children
Height
5' 03" (160cm)
Weight
112 lbs (50.80kg)
Statblock
Jasper Bellamy CR 1/2 (XP 200)
NG medium humanoid(catfolk) Nightblade(Path of the Twilight Veil) 1
Init +1;Senses: low-light vision;Perception +8;
DEFENSE
AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural, +0 size)
HP 8(1d8+0 ConHit Die:d8;
Fort +0, Ref +3, Will +4
OFFENSE
Speed 30 ft.
Melee: 2 claw attacks +1(1d4+1 P/S), dagger +1(1d4+1 P or S, 19-20/x2), silver-plated oak cane(1d6+1 B)
Ranged: dagger +1(1d4+1 P or S, 19-20/x2, 10 ft range)
Space 5 ft; Reach 5 ft
Special Attacks:
Spell-Like Abilities (CL 1st)
1/day - distorting shadows(CL 1st, DC 13)
Spells Prepared (CL 1st, concentration +3)
0th(at will)- ghost sound, message, ray of frost, shape shadows
1st(1/day) - disguise self, silent image
STATISTICS
Str 12(+1) Dex 12(+1) Con 10(+0) Int 14(+2) Wis 14(+2) Cha 14(+2)
Base Atk +0; CMB +1; CMD 12
Feats: deceitful
Acrobatics +5, Appraise +6, Bluff +6, Knowledge(arcana) +6, Perception +8, Sense Motive +6, Sleight of Hand +5, Spellcraft +6;Racial Modifiers: Perception +2, Stealth +2, Survival +2
Languages: Common, Catfolk
SQ: extended illusions
Gear: mage's armor, gem-encrusted bracers, silver-plated oak staff, steel dagger(2), silk tunic and trousers, cuffed leather boots, 121 gp;
SPECIAL ABILITIES
Proficiencies: A nightblade is proficient with all simple weapons, plus the longsword, rapier, scythe, short sword, shortbow, and spiked chain. They are proficient with light armor, but not with shields. A nightblade can cast nightblade spells while wearing light armor without incurring the normal arcane spell failure chance. Like other arcane spellcasters, a nightblade wearing medium or heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components. A multiclass nightblade still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Deceitful (Feat): You are skilled at deceiving others, both with the spoken word and with physical disguises. Benefit: You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Path Power(1/day):
1.) Distorting Shadows (Su) (Path Power): You create an area of shifting shadows, the darkness an ever-changing pattern of shapes and shades that assault the minds of those within.
As a standard action, you designate a point in space within 50 feet to conjure your distorting shadows. The distorting shadows swirl around that point in a 20-foot radius spread, affecting any creatures within or entering the area. Any creature that enters the area of your distorting shadows or starts its turn within the area must make a Will save or be affected by the shadows, which causes a random effect as shown on the table of Distorting Shadows Effects. Each creature must make this save every round they remain in the area or suffer another randomly determined effect.
          
d# Effect
1: The shadows makes the creature feel uneasy, sickening it for 1 minute. This duration does not stack.
2: The shadows make the creature feel unusually tired, causing it to be fatigued for 2d4 rounds. This effect does not stack, and is removed at the end of the duration. At 10th level, the creature is exhausted for the duration instead.
3: The pattern assaults the creature's senses, blinding or deafening it (your choice) for 1 round.
4: The distracting patterns throw the creature off balance, staggering it for 1 round.
5: The creature cannot focus on any tasks, dazing it for 1 round.
6: The shadows confuse the creature for 1 round.
7: The distortions are overwhelming, stunning the creature for 1 round.
8: The creature falls unconscious for 1 round. Only living creatures can fall unconscious; nonliving creatures are stunned instead.
If the creature has less Hit Dice than 1/2 your nightblade level + 5, roll 1d8 to determine what effect is applied to it from Table:Distorting Shadows Effects. If the creature has more Hit Dice than that, roll 1d6 to determine what effect is applied to it from Table:Distorting Shadows Effects. You must roll separately for each creature affected.
Distorting shadows lasts for a number of rounds equal to 3 + 1/4 your nightblade level. You can dismiss it early as a standard action. You are immune to the effects of your distorting shadows. Sightless creatures are unaffected by distorting shadows. This is a mind-affecting pattern effect.
Path Technique: Your shadow illusions deceive even the strongest of minds.
1.) Extended Illusions (Su):At 1st level, you may have any illusion spell you cast with a duration of "concentration" last a number of additional rounds equal to 1/2 your nightblade level after you stop maintaining concentration (minimum +1 round).