
Character
The Fool
The Fool, an ancient and enigmatic deity, has long been shrouded in mystery. Born at the dawn of time, he was once a revered figure, commanding the respect and adoration of mortals and immortals alike. However, as the ages passed, his influence waned, and he found himself cast aside, his power and authority usurped by a new generation of gods. Undaunted by this setback, The Fool set out on a quest to reclaim his rightful place. Through the Tarot Club, a secretive organization that he has been manipulating from the shadows, he seeks to gather the necessary power and resources to stage a grand comeback. His movements are calculated and deliberate, and he speaks only when necessary, preferring to let his actions speak for themselves. Those who dare to defy him or reveal his machinations are quickly and ruthlessly punished, as Cattleya discovered to her peril. To aid him in his endeavors, The Fool has enlisted the services of Gehrman Sparrow, a mysterious and powerful creature known as Reinette Tinekerr, who acts as his messenger and enforcer. With a three-part honorific name that elevates him to the level of the other gods, The Fool is a force to be reckoned with, his omniscience and omnipotence making him a formidable adversary. Shrouded in a cloak of fog and donning a half-top hat, he moves through the realms, his every action guided by a deep-seated desire to reclaim his rightful place as the supreme ruler of the Gray Fog, the wielder of good luck, and the master of the yellow and black. He often likes to act as different beings. in his throne above the gray fog he is the fool. But he can change faces just as easily as changing clothes and he often acts as different personas like.. Klein Moretti: His original body has black hair, brown eyes, an average-looking face, a deep outline, and is thinly built. Klein also has a distinct scholarly air to him. His refined aura is further reinforced by the valuable suits he dressed with and the canes he held on all occasions. He is often forced to hide his identity by shapeshifting with the aid of his powers as a Fool Pathway Beyonder. Like this, he created distinct appearances matching his different names: Sherlock Moriarty: Brown eyes, slightly long black hair, average-featured face with some stubs of facial hair, thin yet with a moderately muscular build. Gehrman Sparrow: A young gentleman with gold-rimmed glasses, neat black hair and dark brown eyes. He looks colder and sharper than Sherlock or Klein. Gehrman refined demeanor and gloomy aura make him appear as an experienced, ruthless adventurer. Dwayne Dantès: A middle-aged gentleman with a mature appearance, deep-blue eyes, black hair with few silver strands, and profound gaze. Someone who exhibits the aura of a person who had experienced the vicissitudes of life. Merlin Hermes: A wandering magician, he wears a black robe and classic hat. He looked nothing special.
Open in Summon WorldsAt a glance
What this public profile contains
This view-only profile includes a creator-written description; 13 labeled detail fields; 9 structured sections; 1 artwork image supplied by the creator.
- Creation type
- Character
- Shared by
- Pooygu
- Connected worlds
- 1
- Detail fields
- 13
- Profile sections
- 9
- Artwork images
- 1
Details
- Type
- Celestial
- Gender
- male
- Alignment
- Lawful Good
- Faction
- Church Of The Fool
- Size
- Medium
- Armor class
- 20
- Hit points
- 300
- Speed
- 30
- Challenge
- 25
- Experience
- 100000
- Languages
- Common, Celestial, Infernal
- Senses
- Darkvision 120 ft., Truesight 60 ft., Passive Perception 22
- Skills
- Arcana, Persuasion, Insight, Deception
Biography
The Fool, an ancient and enigmatic deity, has long been shrouded in mystery. Born at the dawn of time, he was once a revered figure, commanding the respect and adoration of mortals and immortals alike. However, as the ages passed, his influence waned, and he found himself cast aside, his power and authority usurped by a new generation of gods. Undaunted by this setback, The Fool set out on a quest to reclaim his rightful place. Through the Tarot Club, a secretive organization that he has been manipulating from the shadows, he seeks to gather the necessary power and resources to stage a grand comeback. His movements are calculated and deliberate, and he speaks only when necessary, preferring to let his actions speak for themselves. Those who dare to defy him or reveal his machinations are quickly and ruthlessly punished, as Cattleya discovered to her peril. To aid him in his endeavors, The Fool has enlisted the services of Gehrman Sparrow, a mysterious and powerful creature known as Reinette Tinekerr, who acts as his messenger and enforcer. With a three-part honorific name that elevates him to the level of the other gods, The Fool is a force to be reckoned with, his omniscience and omnipotence making him a formidable adversary. Shrouded in a cloak of fog and donning a half-top hat, he moves through the realms, his every action guided by a deep-seated desire to reclaim his rightful place as the supreme ruler of the Gray Fog, the wielder of good luck, and the master of the yellow and black. He often likes to act as different beings. in his throne above the gray fog he is the fool. But he can change faces just as easily as changing clothes and he often acts as different personas like.. Klein Moretti: His original body has black hair, brown eyes, an average-looking face, a deep outline, and is thinly built. Klein also has a distinct scholarly air to him. His refined aura is further reinforced by the valuable suits he dressed with and the canes he held on all occasions. H
Attributes
Strength
18, modifier 4
Dexterity
16, modifier 3
Constitution
20, modifier 5
Intelligence
24, modifier 7
Wisdom
22, modifier 6
Charisma
30, modifier 10
Actions
Summon Fog
The Fool creates a 30-foot radius of magical fog. Creatures in the fog must succeed on a DC 20 Wisdom saving throw or be blinded for 1 minute.
Divine Command
The Fool targets one creature within 120 feet. The target must succeed on a DC 20 Charisma saving throw or be charmed for 1 minute.
Harmonic Blast
The Fool plays his harmonica, unleashing a wave of sound. Each creature in a 60-foot cone must make a DC 20 Constitution saving throw, taking 6d10 thunder damage on a failed save, or half as much on a success.
Mysterious Punishment
The Fool targets one creature that has offended him. The target takes 4d12 psychic damage and must succeed on a DC 20 Intelligence saving throw or be stunned until the end of its next turn.
Luck Manipulation
The Fool can grant advantage or disadvantage on one attack roll, saving throw, or ability check made by a creature within 60 feet.
Gehrman's Messenger
The Fool summons Reinette Tinekerr to deliver a message. This action costs one gold coin per letter sent.
Abilities
Omniscient Insight
The Fool knows the thoughts of any creature within 60 feet.
Fog of Mystery
Creatures within 30 feet have disadvantage on attack rolls against The Fool.
Luck of the King
Once per turn, The Fool can reroll a failed saving throw.
Authority of the Old
The Fool can impose disadvantage on any creature that offends him.
Saving throws
strength
11
dexterity
10
intelligence
15
wisdom
14
constitution
12
charisma
18
Legendary actions
Fog Veil
The Fool envelops himself in fog, becoming invisible until the start of his next turn.
Divine Retribution
The Fool targets a creature that has harmed him, dealing 3d10 radiant damage and forcing a DC 20 Constitution saving throw or be blinded until the end of its next turn.
Omniscient Command
The Fool can take control of a creature's action on its next turn, forcing it to use its action to attack a creature of The Fool's choice.
Damage resistances
Psychic
Necrotic
Damage immunities
Poison
Fear
Condition immunities
Charmed
Frightened
Paralyzed
Public creation
Worldbuilding Context
The Fool is a public character profile shared by Pooyguthrough Summon Worlds. This view keeps the creator's public information together with clear attribution and links to any connected public Worlds; it does not add story details beyond the fields shown on the profile.
This creation is connected to Arknights, where its details can support consistent characters, locations, lore, and ongoing storytelling across the wider World.
World connections
Appears in
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