Belfor Vittanis

Gilfroy Fezziwig PFS's page

291 posts. Organized Play character for Nazard.


Race

AC 11 (touch 11, FF 11); CMD: 7;

Classes/Levels

F/R/W: +4/+2/+6 (+8 vs illusions)

Gender

Max HP: 26; Current HP: 26;

Size

Current Effects:

About Gilfroy Fezziwig PFS

CONSUMABLES:

Ammunition
bolts (10) X X X X X X X X X X

Scrolls
shield: 2
grease: 1

Potions
cure light wounds: 3

Wands
mage armour: 47

Spell-Like Abilities
dancing lights (CL2) (1) X
ghost sound (DC 17) (CL 2) (4) X X X X
prestidigitation (CL 2) (1) X
speak with animals (CL 2) (1) X

Sorcerer Spells
Firsts (7) X X X X X X X

Wizard Spells Prepared
Cantrips (3): acid splash, light, resistance
Firsts (2/day)
vanish

GILFROY FEZZIWIG
# 15812-3
XP 9
PP 14

Male gnome Sorcerer (Tattooed Sorcerer) 3/Wizard (Mage of the Veil) 1
CG Small humanoid (gnome)
Init +0; Senses low-light vision, Perception +2, Sense Motive +0
Languages Common, Gnome, Sylvan, Elven, Goblin

DEFENSE
AC 11 (+1 size), touch 11, flat-footed 11
CMD 7
HP 26 (3d6+61d6+2)
Fort (1) +4, Ref (1) +2, Will (5) +6 (+8 vs illusion spells and effects)
Defensive Abilities illusion resistance
Immune None
Resist None

OFFENSE
Speed 20 ft
Melee
dagger -1 (1d4-3; 19-20/x2; P)
Ranged
light crossbow +2 (1d6; 19-20/x2; 80 feet)
Sorcerer Spells Known (CL 3; CL 4 illusions; CL 5 to determine range, area, and duration of illusions)
1st: charm person (DC 16), colour spray (DC 18), hypnotism (DC 16, CL 4), silent image (DC 18), ventriloquism (DC 18)
Cantrips: detect magic, disrupt undead, mage hand, message, open/close
Familiar Tattoo (Viper-"Mayberry") L4, Serpentine Bloodline Arcana

Wizard Spells Known (CL 1; CL 2 illusions; CL 3 to determine range, area, and duration of illusions)
1st: disguise self, endure elements, magic aura, mount, vanish
Cantrips:acid splash, arcane mark, dancing lights, detect magic, detect poison, flare (DC 12), ghost sound (DC 14), light, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark

STATISTICS
Abilities Str 5 (-3), Dex 10 (+0), Con 14 (+2), Int 14 (+2), Wis 10 (+0), Cha 21 (+5)
Base Attack +1; Melee Touch -1; Ranged Touch +2
CMB -3

Feats
Effortless Trickery (1)
Varisian Tattoo—Illusion (TS 1)
Spell Focus—Illusion (W1)
Expanded Arcana (3)

Traits
Keeper of the Veil
Trickster

Skills (Sorcerer FC bonus to skills)
Bluff (4) +17
Craft—tattoo (1) +10
Diplomacy (4) +14
Disguise (3) +12
Knowledge - Arcana (4) +9
Spellcraft (3) +8

SQ
extended illusions, face in the crowd, gift of tongues, gnome magic, keen senses, obsessive—craft (tattoo), serpent tongue

Special Abilities
Arcane School Specialized in Illusion; Enchantment and Necromancy are opposed schools
Bloodline Arcana (Class) Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.[/b]
Extended Illusions (Su) Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Face In the Crowd (Sp) At 1st level as a standard action, you can cause yourself to appear so normal, mundane, and unexceptional that you blend in to your surroundings. All creatures within 30 feet treat you as if you belonged there, effectively ignoring you. Creatures outside of this area may notice that you appear out of place, but as soon as they approach within 30 feet they are affected by the magic and no longer think something is amiss. If you interact with an affected creature in any way, it gains a Will save (DC 10 + 1/2 your wizard level + your Intelligence modifier) to disbelieve the illusion and notice you. The effect lasts for a number of minutes equal to your wizard level, or until the illusion is dispelled. The minutes do not need to be consecutive, but must be used in 1-minute increments. This is a mind-affecting phantasm effect.

This ability does not turn you invisible and opponents are not considered flat-footed. It does not allow you to disguise yourself as a specific individual, type of person, or member of another race, so you cannot blend into a group of uniformed guards or appear as a member of an individual’s family, and a human cannot blend into a group of gnolls. You can blend in with any group made up of different types of people, such as a crowd of courtiers in a king’s throne room, and you can disguise yourself (either through magic or more mundane means) to appear as a specific type of person or another race (such as a uniformed guard or a gnoll) before using this ability.
Familiar Tattoo—Viper A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.

Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.

Gilfroy’s viper familiar grants him a +3 bonus on Bluff checks..
Gift of Tongues (Racial)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.
Gnome Magic (Racial)Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound (DC 17), prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Illusion Resistance (Racial)Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Ioun Stone, Cracked Mulberry Pentacle This ioun stone grants a +1 competence bonus on Bluff and Diplomacy checks
Keen Senses (Racial)Gnomes receive a +2 racial bonus on Perception checks.
Keeper of the Veil (Trait) You gain a +1 competence bonus on Bluff and Disguise checks, and one of these skills (Disguise) is always a class skill for you.
Obsessive—Craft (Tattoo) (Racial)Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice (Craft—tattoo).
Serpent Tongue Gilfroy can speak with snakes at will.
Spell Focus—Illusion (Feat) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Trickster (Trait)You gain a +1 trait bonus to your caster level when determining the duration, range, and area of all spells from the illusion school.
Varisian Tattoo—Illusion (Feat)Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. The spell-like ability gained are as follows:
Illusion: ghost sound

COINS
PP – 0
GP – 3,600
SP – 9
CP – 5

EQUIPMENT
Carrying Capacity: Light – 15 lbs; Medium – 30 lbs; Heavy = 45 lbs; Current – 12.5 lbs (light)

Weapons – dagger (2 gp, 1 lb), light crossbow (35 gp, 4 lbs), 10 Bolts (1 gp, 1 lb)
Armour
Alchemical – alchemist's fire x 3 (60 gp)
Other Combat Gear
Scrolls – shield x 2 (50 gp), grease (25 gp)
Potions – cure light wounds x 3 (150 gp)
Wands – mage armour (2PP)
Other Magic Items – cracked mulberry pentacle ioun stone, cloak of resistance +1 (1,000 gp)
Mundane Gear – Monk's Outfit (free, 2 lbs), MW 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), Spring-loaded Wrist Sheathe x 2 (10 gp, 2 lbs), Ivory Pipe (2 gp, - lbs), MW artisan's tools (55 gp, 5 lbs), doctor's mask (50 gp, 0 lbs), pouch of mint, pipe weed

Scenarios
1-Mists of Mwangi
2-The Prince of Augustana
3-The Infernal Vault
4-Black Waters
5-Slave Pits of Absalom
6-8-Crypt of the Everflame
9-The Slave Master's Mirror

BOONS
Kassen’s Blessing: You carry a small charm from the spirit of Kassen. You may reroll a single attack roll, saving throw, or skill check after the roll is made but before the results are revealed. You must take the result of the second roll, even if it is worse. Once this ability has been used, cross it off the Chronicle.

Mayberry, Thrush familiar:

NG Diminutive animal
Init +2; Senses low-light vision; Perception +5

DEFENSE
AC 18, touch 16, flat-footed 16 (+2 Dex, +4 size, +2 natural)
hp 10 (3d8–2)
Fort +0, Ref +4, Will +7

OFFENSE
Speed 10 ft., fly 40 ft. (average)
Melee bite –1 (1d2–5)
Space 1 ft.; Reach 0 ft.

STATISTICS
Str 1, Dex 15, Con 6, Int 7, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 3
Feats Skill Focus (Perception)
Skills Diplomacy +1, Fly +12, Perception +5

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 jeweler 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 a local painter. 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, Gilfroy lacked a deft touch with the brush, and soon washed out. His master, however, did connect him with a woman by the name of Mim, a tattoo artist. In this study, Gilfroy found a certain ability. His parents approved less of this, but it did seem that perhaps Gilfroy would settle down into this vocation. 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 tattoos 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 crafting elegant tattoos to grace the skin of the rich and powerful, his talent was far too middling, style too frivolous, and salesmanship too lacking to convince rich mucky-mucks to let the young gnome poke them with needles, and he found himself, a few months later, at his stand in a busy marketplace in Magnimar, offering simple tattoos to sailors and merchant guards 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 tattoo he was inking 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 left forearm of the Mierani elven ambassadour's valet! The rest of his tattoos that day moved and gallivanted about 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 tattoos 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 tattoo. Aware, suddenly, that he was drawing attention, Gilfroy quickly closed up his stand, made his way home, and hurriedly drew the shadowy image of a woman that came to his mind. Immediately, the drawing 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.

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 unraveling 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.

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.