Yimni

Mr. Copperpot's page

250 posts. Organized Play character for PatheticWretch.


Full Name

Mr. Copperpot

Race

Gnome

Classes/Levels

Sorcerer 5 | HP 37/37 | AC 17; Tch 13; FF 15 | F +4; R +4; W +3 | CMB-1; CMD 11 | Speed 20 ft | Init +8 | Spiked Gauntlet: +1 (1d3-2) | Perc +10

About Mr. Copperpot

Male Gnome Sorcerer 5
CG Small Humanoid (Gnome)
Init +8 (Excitable, Familiar); Senses Darkvision; Perception +10 (Alertness)
Languages Common, Gnome, Sylvan, Draconic, Undercommon
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DEFENSE
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AC 17, touch 13, flat-footed 15
    (+4 mage armor, +2 Dex, +1 size)
hp 37 (5d6, +10 Con, +5 favored)
Fort +4, Ref +4, Will +3 (+5 vs. illusion, fear and despair effects)
Defensive Abilities
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OFFENSE
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Speed 20 ft. (6 squares)
Melee Spiked Gauntlet +1 (1d3-2)
Ranged Sling +5 (1d4-2)
Base Atk +2; CMB -1; CMD 11
Special Attacks Bloodline Arcana (metamagic feats increase the spell's DC by +1, apply metamagic feat to spell without increasing casting time 1/day)
Bloodline Arcane
Known Sorcerer Spells (CL 5, concentration +11):
    2nd (6/day) - glitterdust, haunting mists (DC 20), invisibility
    1st (8/day) - color spray (DC 19), grease, identify, magic missile, silent image (DC 19)
    0th (at will) - acid splash, daze, detect magic, dancing lights (1/day), ghost sound (DC 18), mage hand, prestidigitation (1/day), read magic, speak with animals (1/day)
Scrolls: air bubble, animate rope, ant haul, comprehend languages, erase, endure elements, expeditious excavation, hold portal, mount, obscuring mist, protection from evil, touch of the sea, ventriloquism
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STATISTICS
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Abilities STR 6, DEX 14, CON 14, INT 12, WIS 7, CHA 22
Feats Effortless Trickery, Eschew Materials*, Alertness*, Spell Focus (Illusion), Threatening Illusion
Traits Excitable, Magical Lineage (major image)
Skills Acrobatics +2, Appraise +1, Bluff +11, Climb -2, Diplomacy +6, Disguise +6, Escape Artist +2, Fly +4, Handle Animal +10, Heal -2, Intimidate +9, Knowledge (Arcana) +7, Linguistics +5, Perception +10, Ride +2, Sense Motive +0, Spellcraft +5, Stealth +10, Survival -2, Swim -2, Use Magic Device +12
SQ Eternal Hope (reroll 1/day)
Combat Gear metamagic rod (toppling, lesser), wand of magic missile [47/50], wand of mage armor [49/50], wand of infernal healing [50/50], wand of vanish [50/50], potion of cure light wounds, acid flask (x3) Other Gear +2 headband of alluring charisma, +1 cloak of resistance, dagger (cold iron), sling, bullets (10), haramaki, outfit (cold-weather), MW backpack, bandolier, scroll case (x3), rope (silk/50'), bedroll, rations (trail/per day)(x3), waterskin, bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), smoked goggles, earplugs, MW perception tool, tindertwig, spring-loaded wrist sheath (x2, loaded with wands of infernal healing, vanish), pipe, 2,157 gp

FAMILIAR:

Ripley (alertness, improved evasion, share spells, empathic link, deliver touch spells)
Compsognathus
N Tiny animal
Init +6; Senses low-light vision, scent; Perception +4

DEFENSE
AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp 18 (4d8)
Fort +4, Ref +4 (improved evasion), Will +3

OFFENSE
Speed 40 ft., swim 20 ft.
Melee bite +4 (1d3–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 8, Dex 15, Con 14, Int 7, Wis 11, Cha 5
Base Atk +2; CMB +2; CMD 11
Feats Improved Initiative
Skills: use master's skill ranks

The master of a compsognathus familiar gains a +4 bonus on Initiative checks.

Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.

SPECIAL ABILITIES:

Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait. Has selected Knowledge: Arcana.
Arcane Bloodline: Your family has always been skilled in the art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.
Arcane Bond (Su): You have selected to establish a powerful arcane bond with a creature.
Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Cantrips: You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Darkvision: Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.
Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.
Excitable: You demand that everything must happen right now, no matter what, and are too impatient to wait for everyone else to catch up. You finish people's sentences, blurt out the punch lines to slowly-told jokes, rarely make plans, and leap headlong into anything that looks like it might get interesting. While this has sometimes gotten you in trouble, it's also trained you to start moving a split second before everyone else, and that's saved your hide a few times as well.
Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity. Has chosen Perception and Stealth.
Familiar: A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Gnome Magic (Sp): Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain spell-like abilities.
Illusion Resistance (Ex): Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Silent Image, treat its actual level as 1 lower for determining the spell's final adjusted level.
Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

BACKGROUND:

A surly-looking, battle-hardened dwarf with scars and tattoos stands silently. He seems to be protecting a skittish-looking gnome, perhaps as a bodyguard.

The gnome speaks up apprehensively.

"Say, is there something hiding under the desk, Ripley?" the gnome asks. A small, draconic creature perches on the gnome's shoulder. It looks weary, as if it hasn't slept in days. It almost seems to sigh, then looks under the desk.

It all started when a brick flew through the window. Tied around the brick was a note, reading “You’re a dead gnome!”

It was time to run…again.

Who had found him now, despite his abundance of caution? The Whispering Way? Dami-Anaeshem? The Red Mantis? Auntie Baltwin? It didn’t matter…he hadn’t much time.

He already knew who he would be next. The voluptuous elven red-head, Kyriani, and if anyone saw through the illusion, he would now be 'Mr. Copperpot.'

Where to? Aunt Tessy’s? Join The Silver Crusade? What about that land rush south of Brevoy? Far away and with no inhabitants! Perfect! He would venture forth to these ‘Stolen Lands,’ far from whoever had tracked him down. This burgeoning kingdom in the wild had need of Councilors, Diplomats, Magisters…it didn’t really matter, so long as he could get out of here.

Hurrying to grab some cases of scrolls, his pipe, and of course, his familiar Ripley, the gnome rushed out into the night, never to return again. His new life would be in the Stolen Lands, as ‘Mr. Copperpot.’

Mr. Copperpot is, in a word, paranoid. He suffers from a long-standing pattern of pervasive distrust and suspiciousness of others. He will nearly always believe that other people’s motives are suspect or even malevolent. He worries that others will exploit, harm, or deceive him, even if little or no evidence exists to support this expectation. Mr. Copperpot is hypervigilant for potential threats, and often acts in a guarded, secretive, or devious manner. To protect himself, he uses his powerful illusions to create a veil he lives behind. He can be anything…anyone.

Although often he may appear to be cooperative, rational, and unemotional, under the surface boil hostility, stubbornness, and sarcastic expressions. What caused this inherent distrust? Can he learn to cooperate and trust others? Can he make friends and contribute? All of this remains to be seen, and Mr. Copperpot does not share many answers. Who could he trust to share them with?

PFS:

Boons and Vanities:
Confirmed Field Agent: You may acquire a wayfinder by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Friend of Janira Gavix: You receive a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
Prized Find: If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).
Elixir of Treasure Seeking: Drinking this elixir gives you the ability to find treasure in unlikely places, granting you a +2 competence bonus on Appraise and Perception checks for duration of an entire adventure. In addition, if you earn less than the maximum gold piece reward during an adventure, your sharpened senses lead you to a small cache of gold and gems that increases your gold earned by 150 gp (up to the maximum reward given in the adventure. When you use this boon, cross it off your Chronicle sheet.
Impressive Find: Once you ear 12 or more fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost.
Trusted in Tamran: You may spend 1,600 gp to purchase 10 pieces of ammunition selected in any combination from the following list, or 800 gp to purchase 5 pieces of ammunition. When you use this boon, cross it off your Chronicle Sheet.
+1 human bane ammunition
+1 seeking ammunition
+1 flaming ammunition
+1 holy ammunition (limit 1)
You Be Goblin Whelp: Choose one of the badges below, and cross the others off your Chronicle sheet. You can use each badge a limited number of times, after which its power is lost. Furthermore, the badges' rudimentary magic only lasts for a limited time; once you reach 6th level or higher, check any remaining boxes on the badge.
Goblin Bane: BYou gain a +2 bonus to intimidate checks to humanoids with the goblin subtype.

PFS# 132076-29
XP 13
Prestige/Fame 14/21
Faction The Exchange
-Faction Card [0 goals]
Scenarios Completed
*The Confirmation [1 XP, 2 PP, 430 gp]
-Bought wand of infernal healing [-2 PP], potion of cure light wounds [-50 gp]
*The Wounded Wisp [1 XP, 2 PP, 430 gp]
-Bought wand of magic missile [-2 PP]
*First Steps: In Service to Lore [1 XP, 2 PP, 417 gp]
-Bought wand of mage armor [-2 PP], +1 cloak of resistance [-1000 gp]
*Trouble in Tamran [1 XP, 2 PP, 500 gp]
-Bought 13 lvl-1 scrolls [-325 gp], wand of vanish [-2 PP]
*We B4 Goblins! [1 XP, 1 PP, 504 gp]
*The Emerald Spire Superdungeon: The Tower Ruins [3 XP, 4 PP, 1398 gp]
*From the Tome of Righteous Repose [1 XP, 2 PP, 1300 gp]
*Emerald Spire Superdungeon: Splinterden [3 XP, 4 PP, 3711 gp]
-Bought +2 headband of alluring charisma [-4000 gp], metamagic rod (toppling, lesser) [-3000 gp]
*Wrath of the Fleshwarped Queen [1 XP, 2 PP, 1853 gp]

Level Progression:

Level 1:
Class Taken: Sorcerer
Class Feature Gained: bloodline power, cantrips, eschew materials
Hit points Gained: 1d6, + 2 Con, +1 favored
Skill Points (2+1): bluff (1), perception (1), use magic device (1)
Feats: effortless trickery, eschew materials*

Level 2:
Class Taken: Sorcerer
Class Feature Gained:
Hit points Gained: 1d6, + 2 Con, +1 favored
Skill Points (2+1): knowledge (arcana)(1), perception (1), spellcraft (1)

Level 3:
Class Taken: Sorcerer
Class Feature Gained: bloodline power, bloodline spell
Hit points Gained: 1d6, + 2 Con, +1 favored
Skill Points (2+1): perception (1), stealth (1), use magic device (1)
Feat: spell focus

Level 4:
Class Taken: Sorcerer
Class Feature Gained:
Hit points Gained: 1d6, + 2 Con, +1 favored
Skill Points (2+1): intimidate (1), perception (1), use magic device (1)

Level 5:
Class Taken: Sorcerer
Class Feature Gained:
Hit points Gained: 1d6, + 2 Con, +1 favored
Skill Points (2+1): bluff (1), perception (1), use magic device (1)
Feat: threatening illusion

Dice:

[dice=ranged touch attack]1d20+5[/dice]

*shadow gambit, greater spell focus (illusion), versatile spontaneity, improved initiative, toughness, focused spell, solid shadows feats
*Shadow Enchantment, Shadow Conjuration, and Shadow Evocation spells
*figments aren't on the list that mindless things are immune to
* read the guide on shadow evocation and conjuration, look them up. They're on the Guide to the Class Guides thread.
*http://paizo.com/threads/rzs2opb4?Gnome-Illusionist-Build#1

*http://paizo.com/threads/rzs2ql0d?Guide-to-an-Illusionist-build

*http://paizo.com/threads/rzs2pe88?Gnome-veiled-illusionist-build

*https://www.reddit.com/r/Pathfinder_RPG/comments/14gn4z/ways_to_use_silent _image_as_a_combat_spell/

•phantasmagoric gem