About Bixby Copperpot
Male Gnome Sorcerer 3
Ripley (alertness, improved evasion, share spells, empathic link)
N Tiny animal
Init +6; Senses low-light vision, scent; Perception +4
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.
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.
“I mean, I must spend every day pretending to act like I’m falsely letting on that I’m not unbetraying someone I don't not purport to allegedly not work for but really do! How do I keep all this straight without having an aneurysm?!”
Magical talent came easily to the gnome Bixby Poirot Fillydook Copperpot. Like many of his race, magic and especially illusions came naturally to him. He could make others see what he wanted them to see.
This had been a source for both amusement and coin in the past. But it had also caused him many problems. There had been multiple understandings: with the bank; various merchants; the shapely red-headed half-elf, Kyriani; and the government of Magnamar about an imposter tax collector.
Bixby found himself looking over his shoulder more and more. Despite his numerous precautions, his talents didn’t remain secret for long. Five years ago, Bixby was approached by a Sczarni gang leader named Donal Carent of the Wreckwash Blades, who told Bixby he would fix his problems with the bank in exchange for his services. Bixby considered multiple ways this could backfire, but eventually took the opportunity.
Though Donal Carent initially acted like their endeavors would be above-board, in the end Bixby found the gang leader was only using him to create magical diversions while his gang committed crimes. Bixby should have seen this coming. Paranoia is just another word for longevity.
Things went well for the pair for a while, but Bixby found himself increasingly unsuited to this life of crime. The upcoming jobs nearly gave him ulcers, and he kept thinking of being double-crossed at every turn. It didn’t help that Donal Carent wanted Bixby to perform more and more risky endeavors, and threatened turning the gnome over to the authorities or worse if Bixby didn’t comply. The gnome distrusted everyone.
Eventually, Bixby was caught by the law in a sting operation. Of course. In exchange for his testimony against Donal Carent, Bixby went relatively unpunished. In fact, his insights into using magic to commit crimes proved so valuable that he began investigating magical and occult crime on behalf of the Magnimar Justice Court. Though he had success helping to apprehend several prominent criminals over the next year, he was eventually let go because of his over-zealous and paranoid investigative techniques.
Though Bixby still considers himself a master investigator, he has decided to channel his skills into working with the Pathfinders, an organization that seems less concerned about thorough but unorthodox techniques.
Appearance: Bixby is a flamboyantly-dressed gnome of normal height, with long moustaches and goatee. He typically keeps an illusory bodyguard for protection. Often, he will use his magical powers to change his appearance or voice, pretending to be a world-famous investigator or a dreadful archmage.
Personality: Despite his flamboyant attire, Bixby would like to be noticed as little as possible, but has thought of his crazy outfits as hiding in plain sight. The only time he wants to be noticed is when he solves a conspiracy, in which case he wants all the credit for seeing it coming. Bixby is a boastful coward (a ‘Scaramouch’ in the gnome tongue). He is often boastful, but backs down quickly if confronted. He likes to consider every possible outcome, double-cross, conspiracy, and conceivability.
“Just because you're paranoid doesn't mean they aren't after you.”
Class Taken: Sorcerer
Class Feature Gained: bloodline power, cantrips, eschew materials
Hit points Gained: 1d6, + 3 Con, +1 favored
Skill Points (2+1+ 2 background): appraise (1), bluff (1), perception (1), perform (1), use magic device (1)
Feats: effortless trickery, eschew materials*
[dice=ranged touch attack]1d20+4[/dice]
*shadow trap spell, Shadow Evocation, Shadow conjuration, shadow enchantment
*metamagic adept (increase use at level 7, 11, 15, and 19)
*shadow gambit, greater spell focus (illusion), versatile spontaneity, improved initiative, toughness, focused spell, solid shadows feats, tenebrous spell