Edwid Fickleberry

Gilfroy Fezziwig's page

617 posts. Alias of Nazard.


Race

AC 12/12/11; CMD: 7; Max HP 10; Current HP 10;

Classes/Levels

Init: +1; Perception: +6; Sense Motive: +5;

Gender

F/R/W: +2/+1/+2 (+2 vs illusions);

About Gilfroy Fezziwig

CONSUMABLES:

Spell-Like or Racial Abilities
dancing lights (1) X
ghost sound (DC 15) (1) X
prestidigitation (1) X
speak with animals (1) X

Class Abilities
Cloak of Shadows +1/1 rd (7) X X X X X X X
Coat of Many Stars +4 (1) X

Sorcerer Spells
Cantrips
acid splash, disrupt undead, message, prestidigitation
Firsts (4)
colour spray (DC 16), silent image (DC 16)

Oracle Spells
Orizons
create water, detect magic, ghost sound (DC 15), guidance, mage hand, purify food and drink
Firsts (4) X X X
bless, cure light wounds (DC 15), obscuring mist

Gilfroy Fezziwig

Male gnome Oracle 1/Wild-blooded Sorcerer 1
CG Small humanoid (gnome)
Init +1; Senses Perception +6, Sense Motive +5, low-light vision
Languages Common, Draconic, Elvish, Gnomish, Orcish, Goblin

DEFENSE
AC 12 (+1 size, +1 Dex), touch 12, flat-footed 11
CMD 7
HP 10 (1d8+2)
Fort (0) +2, Ref (0) +1, Will (2) +2 (+2 vs illusions)
Defensive Abilities None
Immune None
Resist None

OFFENSE
Speed 20 ft
Melee
dagger +2 (1d3-3; 19-20/x2)
Ranged
dagger +2 (1d3-3; 19-20/x2; 10 feet)

STATISTICS
Abilities Str 5 (-3), Dex 12 (+1), Con 14 (+2), Int 14 (+2), Wis 10 (+0), Cha 18 (+4)
Base Attack +0; Melee Touch -2; Ranged Touch +2
CMB -4

Feats
EitR (Weapon Finesse)
Eschew Materials (S1)
Effortless Trickery (1)

Traits
Unwelcome Business

Skills
Bluff (1) +9
Diplomacy (1) +9
Disguise (1) +9 (no penalty to disguise as human)
Perception (1) +6
Sense Motive (1) +4
Spellcraft (1) +6
Stealth (1) +9

Background Skills
Craft – Painting (1) +8
Linguistics (1) +3

SQ
Umbral Bloodline Arcana, Gift of Tongues, Heavens Mystery, Haunted Curse,

SPECIAL ABILITIES
Bloodline Arcana (Ex) Whenever you cast a spell in an area of dim light or darkness, your effective caster level is increased by 1.
Cloak of Shadows (Sp) At 1st level, as a standard action, you can grant one target a cloak of shadows. This cloak gives the target a bonus on Stealth checks made in areas of dim or no light equal to 1/2 your sorcerer level for 1 round per 2 sorcerer levels you possess (minimum +1 bonus for 1 round). You may use this ability a number of times per day equal to 3 + your Charisma modifier.
Coat of Many Stars (Su) You conjure a coat of starry radiance that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/slashing. You can use this coat for 1 hour per day per oracle level. The duration does not need to be consecutive; it can instead be spent in 1-hour increments.
Gift of Tongues (Racial Trait) Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
Haunted (Curse) Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
At 5th level, add levitate and minor image to your list of spells known.
At 10th level, add telekinesis to your list of spells known.
At 15th level, add reverse gravity to your list of spells known.
Unwelcome Business (Trait) You specialize in delivering or procuring shipments where those commodities are not allowed or where your identity would elicit negative bias. You gain a +1 trait bonus on Disguise checks, and that skill becomes a class skill for you. In addition, choose one humanoid species; you ignore the –2 penalty on Disguise checks to disguise yourself as a member of that species.

FAVOURED CLASS
Oracle 1: +1 SP

COINS
PP – 0
GP – 2
SP – 0
CP – 5

EQUIPMENT
Carrying Capacity: Light – 15 lbs; Medium – 30 lbs; Heavy = 45 lbs; Current – 15 lbs (Light)

Weapons – dagger x 2 (4 gp, 2 lb)
Armour
Alchemical
Other Combat Gear
Scrolls
Potions
Wands
Other Magic Items
Mundane Gear – masterwork backpack (50 gp, 1 lb), artist’s kit (5 gp, 5 lbs), waterskin (1 gp, 1 lb), artisan’s outfit (0.5 gp, 1 lb), pocketed scarf holy symbol (8 gp, --lbs), pickpocket’s outfit (-- gp, 0.75 lbs), chalk x 5 (5 cp, --), canvas (3 sp, 3 lbs), inkpen (1 sp, --), ink (8 gp, --), wooden Shelyn holy symbol (1 gp), spring-loaded wrist sheathes x 2 (10 gp, 0.5 lbs), collapsible stool and easel (10 gp, 4 lbs)

BACKGROUND
The Fezziwig family is a proud family: proud of their history, their accomplishments, and their lineage. Kompden and Jatmina spent many years adventuring around the Ragesian regions before Gilfroy’s inevitable arrival forced them to retire to their native Sindaire. Kompden used their adventuring earnings to buy three small trading vessels, hire crews, and start his own little shipping company, whilst Jatmina traded in her spellbooks for cookbooks and built herself a catering business when she could spare the time. No matter the difficulties for non-humans or non-nobles to make successes of themselves, the Fezziwigs were not about to deny who and what they were.

Gilfroy couldn’t stand it. His parents never let him see how hard the prejudice was on them, so he thought he was all alone in dealing with it himself. To the children of their modest upper peasantry neighbourhood, he was the short freak with blue hair. Gilfroy soon began to expect not to have friends, and developed a nervous, private, and untrusting persona. The teasing was brutal and while other boys dreamed of growing up to be knights or lordlings, Gil dreamed of being anything but a gnome.

Having been sickly as a baby, Gilfroy was never going to be the (relatively) burly warrior like his father, and though he was far from stupid, wizardly studies eluded him. His parents encouraged him to explore who he was to be, so long as he remembered who he was, but who he was was the one thing he wanted to forget, so he failed at everything. Gil worked to disguise himself, using herbs to dye his hair a “normal” colour, and copied human mannerisms enough to pass himself off as a short, human boy, and, having failed at even the simple task of being a gnome, Gil ran away from his shame, far across the Empire, and found himself alone and on the streets of Gate Pass.

It was there he met Mim, a wild-haired human girl who painted portraits of young lovers at her ratty booth at 2 silvers a pop. Having spent so much time looking at the world and wishing it were different had given Gilfroy the ability to represent it as it could be. While Mim painted clients as accurately as possible, Gil covered their flaws and emphasized their strengths—never too overtly, just enough to be as people wished they could see themselves. His success soon forced him to part ways with Mim and find his own territory, eventually setting himself up in the High District itself. After enduring a few "random" searches, he soon became a known quantity to the many guards on duty there, and they stopped hassling him, even adopting the "human urchin boy" as a sort of mascot. With a prime spot for his booth, many of the city's wells-to-do would stop by his booth and commission a portrait. As his fame grew, so did his prices, and while he was never going to live comfortably, he had enough of everything to survive except the one thing gnomes have to have: excitement. One morning as he checked his roots for signs of azure, he was shocked to find only pale white blonde: his bleaching had begun.

In despair, he locked himself inside his modest flat for four days, refusing to eat. As hunger took hold of him, his paintings began to move across the canvas, and even speak to him! Sure that dementia had settled in, Gilfroy allowed the woman in the painting to talk to him about illusions, and mysteries, and magic, and Sivanah. The painting opened his mind to many exciting possibilities. The shadows in which he had long taken refuge in crowded places became his friends and sometimes tormentors, and he learned that they had power. His food had gone bad, but he knew how to fix it. A very different Gilfroy left that flat than had locked himself within.

His time with Sivanah had taught him how not alone he truly was, how everyone wished they were different from what they were. He learned to see past the fake to see the real. One gnome could not fix an inequitable society, but he could exploit it. His paintings, already good, took on new life, and drew wealthy eyes. An aged merchant woman named Candrice Carwen took a special interest in the rising star and suddenly “Froy”, the prodigy human boy painter, the secret gnome, portrait artist to the modestly wealthy, was the talk of society parties. Nobody takes care what they say in front of a servant, and a pre-pubescent tradesman couldn't possibly understand what his betters were saying while they posed for a portrait, putting Gilfroy in the perfect position to hear things.

It was at one of these society parties when Gil first heard the whispered and worried rumours of the death of Emperor Coaltongue. It was at his booth in hearing distance of a group of city guards when he first heard of the Ragesian armies marching on Gate Pass itself. It was in Ms. Carwen's parlour when he first heard his worried, magic-using patron about the Scourge.

While running is always an option, Gilfroy has come to love his adopted city with all the good that it's done for him, and he's loathe to give it up to Ragesia. He's also loathe to be executed for being a magic user. In hias uncertainty, Gil wandered the city streets deep in thought, inadvertently returning to the old haunts of his first arrival. A familiar "hsst" drew him to an alleyway, where Mim told him of dangers he already knew and a possible safe haven of which he did not: join the Resistance. Now there was a way he could help, and find the excitement and thrills all gnomes need to survive. His skills in disguise and guile make him an excellent asset to the cause, and he's been so engrossed in this new life, he hasn't even noticed the faint hint of azure growing on the back of his head...

DESCRIPTION
Gilfroy stands tall for a gnome—almost 4 feet—and with his white blonde hair and pale features, can easily pass for a young human boy. He is frail, preferring light clothing, accented only by a neck scarf made of seven interconnected pocket handkerchiefs. While he has a prankster side, he has trained himself to suppress it in favour of blending in seamlessly with the world. He wears a holy symbol of Shelyn, a plausible decoy deity from his true patron, Sivanah.