Bixby Copperpot's page

300 posts. Organized Play character for PatheticWretch.

Full Name

Bixby Copperpot




Sorcerer 3 | HP 26/26 | AC 15; Tch 12; FF 13 | F +4; R +3; W +3 | CMB-2; CMD 9 | Speed 20 ft | Init +8 | Spiked Gauntlet: +0 (1d3-2) | Perc +9

About Bixby Copperpot

Male Gnome Sorcerer 3
CG Small Humanoid (Gnome)
Init +8 (Excitable, Familiar); Senses Darkvision; Perception +9 (Alertness)
Languages Common, Gnome, Sylvan, Draconic
AC 15, touch 12, flat-footed 13
    (+2 armor, +2 Dex, +1 size)
hp 26 (3d6, +9 Con, +3 favored)
Fort +4, Ref +3, Will +3 (+7 vs. illusion, +5 vs. fear and despair effects)
Defensive Abilities
Speed 20 ft. (6 squares)
Melee Spiked Gauntlet +0 (1d3-2)
Ranged Sling +4 (1d4-2)
Base Atk +1; CMB -2; CMD 9
Special Attacks Bloodline Arcana (metamagic feats increase the spell's DC by +1); Metamagic Adept (1/day, apply metamagic feat without increasing casting time)
Bloodline Arcane
Known Sorcerer Spells (CL 3, concentration +7):
    3rd major image (1/day; DC 19)
    1st (6/day) - color spray (DC 17), identify, magic missile, silent image (DC 17)
    0th (at will) - acid splash, daze, detect magic, dancing lights (1/day), ghost sound (DC 16), mage hand, prestidigitation (1/day), speak with animals (1/day)
Scrolls: air bubble, comprehend languages, expeditious excavation, touch of the sea
Abilities STR 6, DEX 14, CON 16, INT 12, WIS 10, CHA 18
Feats Effortless Trickery, Eschew Materials, Spell Focus (Illusion)
Traits Excitable, Ex-Sczarni, Magical Lineage (major image)
Skills Acrobatics +4, Appraise +9, Bluff +13 (+15 pass hidden message), Climb +0, Diplomacy +6, Disguise +6, Escape Artist +4, Fly +6, Handle Animal +6, Heal +2, Intimidate +6, Knowledge (Arcana) +5, Perception +9 (Alertness), Perform +12, Ride +4, Sense Motive +4, Spellcraft +7, Stealth +8, Survival +2, Swim +0, Use Magic Device +12
SQ Eternal Hope (reroll 1/day), Bloodline Powers (Arcane Bond, Metamagic Adept)
Combat Gear wand of snapdragon fireworks [42/50], acid flask (x3), holy water Other Gear shard of pride, +2 bracers of armor, dagger (cold iron), sling, bullets (10), haramaki, outfit (cold-weather), mwk 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, tindertwig, spring-loaded wrist sheath (x2, loaded with daggers), pipe, 645 gp


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

AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp 5 (1d8)
Fort +4, Ref +4 (improved evasion), Will +0

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

Str 8, Dex 15, Con 14, Int 7, Wis 11, Cha 5
Base Atk +0; CMB +0; CMD 9
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.


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.


“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.”
“A paranoid is someone who knows a little about what’s going on.”
“I know I'm paranoid, but am I paranoid enough?”
"Foot outside the covers...that's how they grab you."

1. Background
    a. Conflict
    b. Challenges
    c. Mystery
    d. Passion
    e. Birthplace
    f. Family
    g. Professions and Crafts
    h. Significant Past Events
        i. Family-related events
        ii. Personal events
        iii. Notable individuals
    i. Mysteries
    j. Existing Conflicts
    k. What triggered adventuring?
    l. Initial possessions
    m. Bound duties
    n. Quests
2. Primary Motivators - Recognition and Acquisition
3. Emotion and Core Traits
    a. Emotional Disposition and Moodiness - Excited, Labile
    b. Core Traits
        i. Outlook: Pessimistic
        ii. Integrity: Conscientious
        iii. Impulsiveness: Spontaneous
        iv. Boldness: Cautious
        v. Agreeableness: Agreeable
        vi. Interactivity: Resreved
        vii. Conformity: Heterodox
4. Secondary Personality Traits
    a. Sense of Humor: Cynical
    b. Favorite Topics of Conversation: conspiracies, political organisations, illuminati, illusions
    c. Group Affiliations
    d. Religion and Spirituality
    e. Quirks, Habits, and Oddities
    f. Hobbies and Enjoyments
    g. Mental Disorders
    h. Barks

Level Progression:

Level 1:
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*

Level 2:
Class Taken: Sorcerer
Class Feature Gained:
Hit points Gained: 1d6, + 3 Con, +1 favored
Skill Points (2+1+ 2 background): appraise (1), bluff (1), perform (1), spellcraft (1), use magic device (1)

Level 3:
Class Taken: Sorcerer
Class Feature Gained:
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)
Feat: spell focus (illusion)


[dice=ranged touch attack]1d20+4[/dice]

[dice=magic missile]2d4+2[/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
*veil upon veil trait
*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.



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

•phantasmal gem