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Belfor Vittanis

Gilfroy Fezziwig's page

517 posts. Alias of Nazard.


Race

AC 11/11/11; Max HP 20; Current HP 12

Classes/Levels

Effects:

About Gilfroy Fezziwig

CONSUMABLES:

Ammunition
crossbow bolts [] [] [] [] [] [] [] []

Racial Abilities
Eternal Hope []

Spell-Like Abilities
dancing lights []
ghost sound (DC 17) []
prestidigitation []
speak with animals []
cloak of shadows (8) [] [] [] [] [] [] [] []

Oracle Spells
Firsts [X] [X] [x] [X] [] []

Sorcerer Spells
Firsts [X] [X] [X] [X] []

GILFROY FEZZIWIG

XP: 2000+/5000
Male gnome Oracle (Sivanah) 2 / Sorcerer (Umbral Bloodline) 1
CG Small humanoid (gnome)
Init +0; Senses Perception +7, low-light vision

DEFENSE
AC 11 (+1 size), touch 11, flat-footed 11
CMD 7
HP 20 (8, 5, 1)
Fort (0) +2, Ref (0) +0, Will (5) +5
Defensive Abilities +2 to saves versus illusions; +2 to saves versus fear and despair effects
Immunities None
Resistances Illusion resistance: +2 to saves vs illusions

OFFENSE
Speed 20 ft
Melee Dagger -1 (1d3-3; 20/x2)
Ranged MW Light Crossbow +2 (1d6; 19-20/x2; 80 feet)
Special Actions
None

STATISTICS
Abilities Str 5 (-3), Dex 10 (+0), Con 14 (+2), Int 14 (+2), Wis 10 (+0) Cha 20 (+5)
Base Attack +1; Melee Touch -1; Ranged Touch +2
CMB -3

Feats
Spell Focus (Illusion) (1)
Effortless Trickery (3)

Traits
Magical Lineage: colour spray meta-magic alterations one level lower
Rescued (Koya Mvashti): +2 trait bonus to healing spells; +1 to attacks against foes which threaten Koya

Skills
Perception (3) +8
Craft(Painting) (1) +10
Knowledge (Religion) (3) +8
Bluff (3) +11
Diplomacy (3) +11
Heal (3) +6

Racial Abilities
Low-Light Vision
Gnomish Magic +1 DC of illusions; spell-like abilities
Eternal Hope +2 to saves versus fear and despair; reroll any natural 1 on a d20 once per day
Obsessive +2 to Craft (Painting)
Keen Senses +2 to Perception
Weapon Familiarity any weapon with word "gnome" in name is martial

Languages
Common, Gnome, Sylvan, Elven, Goblin

MAGIC
Spell-Like Abilities
dancing lights 1/1 per day
ghost sound (DC 17) 1/1 per day
prestidigitation 1/1 per day
speak with animals 1/1 per day

Oracle
Caster Level 2; Concentration +7; Spell Penetration +2
Abilities
Curse: Haunted. Takes standard action to retrieve item from person; dropped items fall 10 feet away. Add spells mage hand and ghost sound to spells known. Curse level 3.5 (favoured class)
Awesome Display: All creatures are treated as if they possess 5 (Cha modifier) fewer hit dice in regards to pattern illusions.
Spells Known
Level 0 At Will - create water, detect magic, ghost sound (DC 17), guidance, mage hand, spark, stabilize
Level 1 5 per day - bless, colour spray (DC 18)[/i], cure light wounds (DC 16), obscuring mist

Sorcerer
Caster Level 1; Concentration +6; Spell Penetration +1
Abilities
Bloodline Arcana: 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 (+1 bonus for 1 round). You may use this ability a number of times per day equal to 3 + your Charisma modifier (8).
Spells Known
Level 0 At Will - acid splash, detect magic, haunted fey aspect, message
Level 1 - colour spray (DC 18), vanish

EQUIPMENT Light=15(20); Medium=30(40); Heavy=45(60); Current=12.5
Weapons - Dagger (2 gp, 1 lb), MW Light Crossbow (335 gp, 4 lbs), 10 Bolts (1 gp, 1 lb)
Armour
Alchemical
Other Combat Gear
Scrolls
Potions
Wands
Other Magic Items
Mundane Gear - Monk's Outfit (5 gp, 2 lbs), Masterwork Backpack (55 gp, 0.5 lbs), Small Steel Mirror (10 gp, 0.5 lbs), 5 Chalk (.05 gp, -- lbs), Compass (10 gp, 0.5 lbs), Everburning Torch (110 gp, 1 lb), Spring-loaded Wrist Sheathe x 2 (10 gp, 2 lbs), Ivory Pipe (2 gp, - lbs(
Riding Gear - Pony (Umbral)(35 gp), Bit & Bridle (2 gp)
Vehicles - Small cart (10 gp) (155.5/200 lbs)
Contents: Artist's Kit (55 gp, 5 lbs), Lamp (1 sp, 1 lb), 3 Lamp Oil (3 sp, 3 lbs), 1 Waterskins (1 gp, 4 lbs), 50 Candles (0.5 gp, 0.5 lbs), 4 Rations (2 gp, 4 lbs), Oiled Canvas x 10 square feet (2 gp, 10 lbs), Bedroll (0.1 gp, 5 lbs), Winter Blanket (0.2 gp, 3 lbs), Canvases (Painting) x 5 (0.5 gp, 5 lbs), Folding Chair x 3(5 gp, 25 lbs), False-bottomed Chest (52 gp, 25 lbs), Explorer's Outfit (10 gp, 8 lbs), Feed x 5 (0.25 gp, 50 lbs), Tea Leaves (0.2 gp, 1 lb), Silk Rope x 50 (10 gp, 5 lbs), Tobacco (0.5 gp, 1 lb)

COINAGE
PP - 0
GP - 1
SP - 11
CP - 16

ANIMALS
Umbral - Pony

RELATIONSHIP POINTS
Koya Mvashti: 9 (Friendship)
Ameiko: 7 (Friendship)

Background
Every young gnome, no matter how carefree his life to date, has one worry buried deep down inside him - that he will come to a point that life is no longer interesting or exciting enough to keep him young, and the bleaching will begin. So it was a wake-up call to Gilfroy Fezziwig when his hair began to whiten at the tender age of 49!

Gilfroy was a precocious young lad, the son of a respectable jeweller and baker in Absalom. Gil spent many a day frolicking about the city streets, looking for trouble and always managing to find it. He enjoyed a good prank, like many boys, though he always did his best to make sure that his mark deserved what he got: a wagon driver who whipped his horses a bit too much, a washerwoman who dumped her bucket on the heads of passers-by, or a fruit vendor who was too watchful of her wares with the hungry young gnome about.

Like many gnomish youths, Gilfroy took up a craft; he apprenticed himself to Mim Tiffernale, a local artist and learned how to paint. His parents were grateful for this, hoping against hope that their mischievous son would finally settle down and do something respectable, but at least interesting, with his life. Unfortunately, Mim was equally as incorrigible and encouraged her young charge in his gallivanting, to the point of turning his pranks into an art form in and of themselves. As such, after two years of study, his paintings took on a childish whimsy full of laughter and caprice. When his training was complete, he, showing a fair amount of talent at it, set out from Absalom into the world to seek his fortune. Though he had dreams of painting grand murals and impressive landscapes to grace the walls of the rich and powerful, his talent was far too middling and style too frivolous, and he found himself, a few months later, at his stand in a busy marketplace in Magnimar, painting portraits of passers-by for one silver coin a piece.

Years dragged on with Gilfroy at this menial task before he found the first of many white hairs scattered throughout his usual azure mane. Within a month, his entire head of hair had gone completely white, and the ruddiness was fading from his face. Barely making enough money to survive, he had none for a long journey back to Absalom, especially in his current condition. Resigned to his fate of an early demise, Gilfroy first assumed that dementia was setting in when the portrait he was painting that day turned and spoke to him, calling him by name, and inquiring as to his plans for the future! How he must have looked, staring dumbfounded at the half-finished portrait of the Mierani elven ambassadour's valet! The rest of his portraits that day moved and gallivanted about the canvas in a most disturbing fashion, but at least no more spoke. That night, he bolted himself into the hovel he rented and refused to leave for three whole days. At last, hunger drove him out to work his stand once again, and again, his portraits moved, spoke, and even sang to him. The young couple of newly-weds thought Gilfroy quite odd when the gnome finally worked up the courage to reply to the painting. Aware, suddenly, that he was drawing attention, Gilfroy quickly closed up his stand, made his way home, and hurriedly painted the shadowy image of a woman that came to his mind. Immediately, the painting began to speak to him of illusions and riddles hidden in the world, hidden within the very construction of the world itself. Many of the details of that enchanted lecture quickly faded from his memory, but it excited him anew with zest for life. Colour returned to his features, although his hair remained white. Magic flooded him, and he knew how to use it. A symbol, almost a brand, of seven veils tied end to end in a circle, appeared on the palm of his right hand. Also, he no longer felt alone, even by himself in his tiny apartment. The shadows moved, just on the edge of his vision, tangling themselves in his meagre gear as he attempted to pack for the road, tripping him up.

His heavy artists smocks he left where they hang in his tiny closet, instead choosing simple lightweight clothing he had seen the students at the Irori temple wear. He was not a very strong gnome, after all, and he didn't want anything slowing him down. He sold off all the possessions he could, which wasn't much, and set out once more to see the world, vowing to actually see it this time, and possibly unravelling its mysteries.

He decided to head north; he had no particular reason for choosing north, other than that it seemed a more intriguing direction than towards the known quantity of the Inner Sea region, and he never did like the heat. He figured he'd first head towards the town of Sandpoint, where he heard many interesting adventures had been had by a band of heroes some years back - perhaps more awaited. He didn't get far before finding one of his own: his pony, startled by Gilfroy's constantly shifting shadows, reared and bolted, throwing the gnome to the ground and trampling him. He lay there for many hours, slipping closer and closer to death, until a passing caravan, operated by Koya Mvashti, found him. Koya immediately laid hands on the broken gnome and cast Desna's healing magic into him. The healing spell took an unnaturally strong hold in him, blending with the new divine powers that were coursing through his body from Sivanah, and he awoke instantly. Seeing that he was saved through the kindness of strangers, he decided to travel with Koya's caravan, listening enthusiastically to her many stories, and helping about the caravan as best he was able, learning the tricks of trading.

Sadly, upon arriving in Sandpoint, Koya learned that her aged mother was near death's door. Madame Niska passed away shortly thereafter. Gilfroy tried to console his new friend, and stayed in Sandpoint. As Koya slipped into a depression, Gilfroy tried every trick he could think of to cheer up the elderly woman, even convincing her to make a short caravan trip to Turtleback Ferry and Fort Rannick. It was during that journey when the idea got into Koya's head to take a longer trip to see some part of the world before she passed on. Gilfroy, finally seeing a bit of the old broad's life returning to her eyes, suggested north, an idea onto which she quickly latched.

DESCRIPTION
Gilfroy Fezziwig, or “Gil” to his friends (not that he has any at the moment) is a gnome of very slight and frail stature. He wears a robe more suited to an ascetic monk of Irori, rather than a gnomish student of Sivanah, but that’s all just part of one of many deceptions in which he cocoons himself. Around his waist, he wears a sash of what looks like old, knotted, mismatched scarves – seven, to be precise. This sash serves as his holy symbol, and he makes good use of it during prayer rituals and the casting of his new-found magic. As he walks, he labours under the weight of his small crossbow which he wears slung over his shoulder. A quiver of bolts and a sheathed dagger weigh down his belt.

Gilfroy stands at a height of 3’1”, and weighs a measly 34 lbs. His hair is snow white, though his features are ruddy; a smile is never far from his face, nor a twinkle from his eye. The keen eye of a careful observer might notice, however, that any shadow he casts has a slight skip to its step and an extra flip of its hair.


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