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Gillroy Lightbender's page

7 posts. Alias of baggageboy.


About Gillroy Lightbender

Gillroy Lightbender
CG Male Gnome Magus(Puppetmaster) 1

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Statistics
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STR: 10 = Base: 12; Racial: (-2) Gnome
DEX: 16 = Base: 16
CON: 12 = Base: 10; Racial: (+2) Gnome
INT: 16 = Base: 16
WIS: 8 = Base: 8
CHA: 12 = Base: 10; Racial: (+2) Gnome

Fort: +3 = Base: +2; CON: +1
Ref: +3 = Base: +0; DEX: +6
Will: +1 = Base: +2; WIS: -1
(+4 on Fortitude saves against disease and poison, including magical diseases; +2 racial saving throw bonus against illusion spells and effects)

AC: 18 = Base: (+10); Dexterity: (+3); Armor: (+4) Chain Shirt; Size: (+1)
Touch: 14
FF: 15

BAB: 0
CMB: -1 = BAB: (+1); Strength: (+2)
CMD: 12 = Base: (+10); BAB: (0); Strength: (0); Dexterity: (+3)

Init: +3 = Dexterity: +3
Speed: 20ft
HP: 10 = 1d8, +1 CON, +1 FCB
Languages: Common, Gnome, Sylvan, Thassalonian, Halfling, Goblin, Dwarven, Elven
Favored Class Bonus: +1HP

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Attacks
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Melee
Gladius +4 (1d4, 19-20 x2)
Alchemical Silver Dagger (1d3-1, 19-20 x2)
Cold Iron Sawback Kunai +4 (1d3, x2)
Ranged
Sling +4 (1d3, x2)

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Skills
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Trained:

Bluff: 6 = +1 rank; +1 CHA; Misc: (+3) Class Skill; Racial: (+1) Gift of Tongues
Diplomacy: 7 = +1 rank; +1 CHA; Misc: (+3) Class Skill; Racial: (+1) Gift of Tongues; Trait: (+1) Scion of a Legend
Knowledge (History): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (Local): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Linguistics: 4 = +1 rank; +3 INT
Perception: 6 = +1 rank; -1 WIS; Misc: (+3) Class Skill; Racial: (+2) Keen Senses; Trait: (+1) Scion of a Legend
Sense Motive: 3 = +1 rank; -1 WIS; Misc: (+3) Class Skill
Slight of Hand: 2 = +1 rank; +3 DEX; Misc: (-2) ACP
Spellcraft 7= +1 rank; +3 INT; Misc: (+3) Class Skill

Untrained:

Acrobatics: 1 = +3 DEX; Misc: (-2) ACP
Appraise: 3 = +3 INT
Climb: -2 = Misc: (-2) ACP
Disguise: 1 = +1 CHA
Escape Artist: 1 = +3 DEX; Misc: (-2) ACP
Fly: 1 = +3 DEX; Misc: (-2) ACP
Handle Animal: 1 = +1 CHA
Heal: -1 = -1 WIS
Intimidate: 1 = +1 CHA
Ride: 1 = +3 DEX; Misc: (-2) ACP
Slight of Hand: 2 = +1 rank; +3 DEX; Misc: (-2) ACPq
Stealth: 1 = +3 DEX; Misc: (-2) ACP
Survival: -1 = -1 WIS
Swim: -2 = Misc: (-2) ACP

NOTE: Background skills are Knowledge(History) and Linguistics

Skills Reasoning:

Gillroy is trained in bluff, diplomacy, sense motive and perception because of his background as a part of a caravan. You do lots of talking to people and need to keep a weather eye for danger. He is trained in knowledge(local), knowledge(history) and linguistics because of his love of meeting new people and learning about culture. He is trained in spellcraft because of his love of illusions and desire to excel at using them.

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Race Features
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Type: humanoid with the gnome subtype.
Low-Light Vision: see twice as far in conditions of dim light.
Faerie Dragon Magic: add 1 to the DCs of saves against the illusion spells they cast. Gnomes with a charisma score of 11 or higher can use each of the following SLAs once per day: ghost sound, grease, silent image. Caster level is equal to character level DC is 10 +spell's level + charisma modifier (Replaces Gnome Magic)
Keen Senses: You receive a +2 racial bonus on Perception skill checks.
Fey Thoughts: Select two of the listed skills. The selected skills (sense motive, bluff) are always class skills of the character (Replaced Weapon Familiarity)
Nosophobia: +4 on Fortitude saves against disease and poison, including magical diseases (Replaces Obsessive)
Gift of Tongues: gain +1 racial bonus on bluff and diplomacy and learn an additional language every time they take a rank in linguistics. (Replaces Defensive Training and Hatred)
Illusion Resistance: +2 racial saving throw bonus against illusion spells and effects.

Reasoning behind alternate racial traits:

Faerie dragon magic and fey thoughts fit Gillroy's capacious nature and love of illusions. The skills selected with fey thought fit Gillory's trickster nature and his need to interact with other people of a frequent basis.
Gift of tongues fits his friendly nature and love of people and culture.
Nosophobia comes from his alchemist father (think snake oil salesman) frequently having the very young Gillroy assist with his work crafting alchemical objects which often have poisonous components.

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Class Features
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Armor and Shield Proficiency: You are proficient in Light Armor.
Weapon Proficiency: You are proficient with all Simple and martial weapons.
Spell Combat(Puppet Combat): Can only use spell combat with illusion and enchantment spells
Arcane Pool(altered by puppetmaster): Cannot expend points from his pool to grant enhancement bonuses to weapon special abilities. As a swift action when the puppetmaster casts an enchantment or illusion spell, expend 1 point from his arcane pool to increase the spell's save DC or caster level by 1.
Spells(altered by puppetmaster): Can cast spells from the bard and magus spell lists and treats bard spells as magus spells. A puppetmaster can learn bard spells from a formula book or spellbook, or a scroll, or he can select them to be one or more of the two magus spells he adds to his spellbook at each magus level.
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Traits
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Scion of a Legend (Caeldren Shoreman): Choose two skills for which your associated hero has skill ranks (Diplomacy, Perception). You gain a +1 trait bonus on checks with both of those skills, and those two skills are class skills for you. Once per adventure as a free action, gain in insight bonus equal to your class level (Minimum +10) to a skill check. You may chose to apply this bonus after you roll the skill check, but must do so before the result of the roll is known.
Domineering: Choose 1 1st-level enchantment spell you are capable of casting. The DC of that spell increases by 1 (still deciding if this should be hideous laughter, or charm person)
Lessons of Chaldira: Once per day when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.

Reasoning behind traits:

Scion of a Legend: Caeldren is a swashbuckler 1/skald 2-TBD(20 is the plan...) and started as a caravan guard and storyteller. Gillroy would absolutely love Cael and the shared background of caravan follower creates the situation where they meet. The skills Gillory learns from Cael fit Cael's personality and experience as an adventurer and pare perfect for Gillroy to pick up on from his idol.
Domineering: Gillroy is a prankster and these spells are bread and butter prank enchantments. There are spells he would definitely have used on many occasions.
Lessons of Chalderia: Gillroy follow Chalderia and venerates her focus on benevolent trickery and courageous nature. It also helps that she's a halfling god (not some dumb lump god) Gillroy is impetuous and his poor wisdom has gotten him into trouble often. He's had to learn to think fast and be lucky.

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Feats
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Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

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Spells
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In Spellbook:

0-level:

Acid Splash
Arcane Mark
Dancing Lights
Daze
Detect Fiendish Presence
Detect Magic
Disrupt Undead
Flare
Ghost Sound
Grasp
Haunted Fey Aspect
Know Direction
Light
Lullaby
Mage Hand
Mending
Message
Oath of Anonymity
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Resistance
Scrivener's Chant
Sift
Spark
Summon Instrument
Unwitting Ally
Vacuous Vessel

1-level:

Charm Person
Color Spray
Grease
Hideous Laughter
Shield
Silent Image

Prepared:

0-level
Acid Splash
Dancing Lights
Daze

1-Level
Color Spray
Silent Image

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Equipment
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Defense: Chain Shirt
Offense: Galdius (notched 3 times per Chaldira's holy symbol), alchemical sliver dagger, cold iron sawback kunai, sling (10 bullets)
General: 2x Flask; 3x Acid; 3x Torch; 5x Rations, Gnome trail; Backpack, common; Bedroll; Ink, glowing (vial); Kit, scrivener's; Kit, survival kit, common; Pouch, belt; Pouch, spell components; Wrist Sheath, spring loaded; Smelling salts; Whetstone;
Cash: 3gp 7sp 9cp

5 Minute Background Plus General Outline:
1)3 concepts that explain your character
(1) Kindhearted trickster/prankster, jokes are a part of how he says I like you
(2) Loves people/culture, constantly looking to meet more people and learn more.
(3) Wants to become an adventurer like is friend and idol.

2)2 secrets: one your character keeps from the party, one kept from your character
(PC's secret) Gillroy doesn't really have anything he'd hide unless it was part of a prank. He's a very open and trusting person (often to a fault)
(Kept from the PC) Fenrick and Dorpack colluded in order to get Gillory to leave the halfling caravan. They made sure that Gillroy met Caeldren so that he would leave. Fenrick wanted Gillroy gone so he would stop disrupting the caravan, Dorpack so that he would some disrupting his alchemical research.

3)3-5 people with ties to your character
(1) Caelren Shoreman (NG), his idol, friend and Sihedron hero
(2) Dorpack Lightbender, Gillroy's father (TN). He is a typeical obsessive gnome focused on his alchemy. He travels with the halfling caravan because it gives him an opportunity to gather reagents and to sell his experiments.
(3) Jelinda Lightbender (NG), Gillroy's mother. She is a kind and patient gnome.
(4) Fenrick Furfoot (LN), caravan master of the halfling caravan Gillory grew up in. He is a stern halfling who though little Gillroy's "fun." He was happy to see Gillroy leave when he did.
(5) Gelon Tanglefoot (NG), halfing priestess of Chaldira. She is a close friend of Jelinda and mentored Gillory when he was young. It was her teaching that led him to follow Chalderia.

4)1 goal you'd like your character to achieve, 1 goal you'd like the party to Achieve, and 1 goal you'd like to achieve as a player.
(Character Goal) Learn how to travel between planes, and travel far and wide
(Party Goal) Save Varisia!
(Player Goal) Have fun thinking outside the box and using illusions creatively (but not so much as to cause problems)

5)I'd like 1 Fear your character possesses as well as 1 Flaw and 1 positive trait.
(Positive Trait) Not materialistic, while he likes money and nice things he's not super attached to money. He cares more about things that he finds interesting
(Fear) Water, Gillroy HATES water he can't stand in. He can swim (sort of) but it terrifies him
(Flaw) Gillroy has a bit of an ego problem, he thinks he's smarter than most of those around him

Outline:
- Raised by gnome parents in a halfling caravan that travels Varisia
- Worships Chaldira (love of tricks and luck led him to worship her)
- Loves practical jokes tricks and people, very friendly
- Uses gift for illusions for fun, jokes, story props, protecting caravan etc.
- Fascinated by Thassalon
- Left the caravan of his parents to join the caravan of Cael (short for Caeldren)
- Became an apprentice of sorts to Cael and had traveled with him and his caravan for a few years now
- Was with Cael's caravan that came to Rodrick's cove though Cael had left earlier to adventure something
- Waiting in Rodrick's Cove for word from Cael, the caravan left and is headed to Magnimar? now.

Narrative Background:

Still In Progress

Gillroy Lightbender is best described as a kindhearted rascal. Oh, he’s been called much worse than that and deservedly so, but usually by those that didn’t appreciate his humor. Gillroy grew up traveling Varisia as a part of a halfling caravan. Why would a gnome grow up among halflings? Well, it happened because of Gillroy’s father.

His father, Dorpack Lightbender, was/is an obsessively devoted alchemist, and as such needed a way to sell his wares. As his concoctions were not always of the highest quality (he is prone to experimenting and sometimes things don’t go according to plan) Dorpack found that he was better off on the move rather than staying in one place (the threats of previous customers can be very motivating…). Having few options and a general aversion to the great lumbering oafs that usually ran most caravans (his words, not mine) he decided that the halflings were best. The gnome bought himself a wagon, painted it in several garish hues and took his young bride with him on the road. The halflings tolerated the alchemist because he brought in good money and really could help people when he chose to. Dorpack was sure to only use proven formulas on the caravan members so as to not endanger his place among them. The young couple took quickly to life on the road and before long Jelinda Lightbender (that’s Gillory’s mother of course) was pregnant. During her pregnancy Dorpack was sure to take the opportunity to administer some of the extracts he’d been working on to improve health to Jelinda. Due to her trusting nature and romantically impaired judgement Jelinda consented to these. Miraculously she seemed to suffer no ill effects, and Gillroy was born without complications. The most likely explanation for this that the ministration of Jelinda’s friend Gelon, the caravan’s priestess, prevented the more dangerous properties from activating fully. The baby was odd for a gnome though. Odd in that he didn’t seem odd at all, the only thing special about him was his vibrant eyes. Lacking peculiarities for a gnome is peculiar in itself. But, the child was healthy and so all was well.

As the little gnome grew he took quickly to the playful antics common among halflings much to the chagrin of many of the less patient members of the caravan. When Gillroy began showing the propensity for magic common to his race, the older boys realized quickly the advantages of having such a “friend” and began involving Gillroy in many of their more elaborate schemes. Many times the young gnome would be dragged by the ear to his parents wagon by adults who thought the child had gone too far. At first Jelinda thought the best way to deal with this was to keep Gillroy busy helping is father. So the child became his father’s assistant. However, that didn’t last long. In a short time Dorpack became frustrated by his son’s total lack of interest and frequent mistakes. After the fifth time Gillory spilled toxic chemicals onto himself forcing Dorpack to administer yet another antitoxin the distracted youth he was barred from assisting his father ever again.

Jelinda’s next impulse faired better. She felt that perhaps some religious guidance would help her impetuous son straighten out is life and so asked Gelon to work with Gillory. Gelon, as a priestess of Chaldira was an odd choice, being a prankster herself, but she had learned how to have fun without causing too much trouble. She agreed and over the next few years she became the boy's confidant and mentor. She taught him of Chaldira and of the importance of causing no real harm. Gillroy learned from her to channel his capricious nature and to control it, mostly. He also learned the value of good luck and to pray daily that he’d be guided and protected by the goddess he came to love.

Gelon also taught Gillory of Cahldira's friend Densa, of the joy of traveling and of learning. These two goddesses became a part of who Gillory was. Gillroy, who had always enjoyed his life on the road began to pursue discovery with an almost fevered passion. He was constantly asking questions of those that the caravan traded with and would talk the ears off of any outsider unfortunate enough to be traveling with the caravan for any length of time. He found he could pick up new languages quickly, and had a knack for making new friends. Still he never stopped pulling pranks, and in some ways got worse. Gelon was always willing to give advice on how to pull of the next prank in style provided it wouldn't hurt anyone.

Once Gillory was old enough Fenrick, the caravan master, decided to take matters into his own hands. He assigned Gillroy guard duty as his role in the caravan in the hopes that the more austere group (the guards were generally grumpy no nonsense sorts) could rein in the youth. So Gillroy was taught how to use weapons and put to work. His time as a guard taught him how he could use his illusions to protect as well as he could with a sword. He was a generally terrible guard however. He'd often be found while on duty studying a book he'd traded for, or working on new spells rather than keeping watch. Also the guards predictably didn't find Gillory's humor to their liking. The young gnome was irrepressible however. Soon Fenrick had had enough. He took Dorpack aside and after some discussion it was decided that Gillory needed to leave the caravan. Soon an opportunity presented itself when the caravan went to Sandpoint for the Swalowtail festival.

At the festival there were as always numerous caravans which had come to take part in the festivities. Gillory was of course like a kid in a candy shop talking and meeting with as many people as he could. One person in particular had captured the gnome's attention, one of the heroes of Sandpoint, Caeldren Shoreman. Caeldren had a caravan of his own now, but had returned as usual for the festival. Gillroy was fascinated by his stories of far off places and his adventures. Fenrick and Dorpack realized that this was an chance to offload Gillroy and so spoke to Caeldren. They asked him to take the youth with him as a guard. Caelren realized what was going on, that the youth was going to be forced to leave soon, and took pity on him. Though he thought he might come to regret it he accepted Gillory into his own caravan. Gillory had no knowledge of this but when Fenrick told him that he was to join Caeldren he was ecstatic. When the festival was over the gnome said his goodbyes to his parents and to Gelon and began his new life.

Gillroy loved being a part of Caeldren's caravan. Cael, as the gnome learned he was called by friends, made sure to keep the gnome in line. Because of the amount of respect he had for the hero, Gillory was quick to listen. As a part of Cael's caravan Gillory continued to travel Varisia and even beyond on occasion. He learned of ancient Thassalon from Cael and learned the language from a book Cael lent him. Cael also taught the youth some new spells, though learning how to write the bard spells into his spellbook took some time. Gillory loved his new life and his friend Cael. Cael for his part found the youth endearing, enjoying his humor and his curiosity. Cael being a bit of a lighthearted fool at times would work with Gillory to pull pranks on the caravan members (being the boss make such things more ok). Cael took to calling him "Lucky Trickster" a nickname Gillory enjoys immensely. They have traveled together for 3 years now and was a trusted part of the usual crew. He left the caravan though to wait for Cael in Rodrick's cove when the man went for what was supposed to be a quick adventure. It's been a while now and Gillory is beginning to worry for his friend.

Appearance & Personality:

Gillroy is a lean a tall gnome at 3'7" and is very proud of his height. He has normal looking blond hair, but his eyes are a bright emerald green. Were it not for his facial hair and gently pointed ear one could easily mistake him for a 10 year old human. He usually has a roguish look on his smiling face that is accentuated when he strokes his goatee. He is quick to laugh often laughing at things no one else can figure out why they are funny.

Sihedron Hero:

Caeldren Shoreman He is a storytelling fun loving traveler/adventurer. After completing RiseOTRL I my headcannon is that Cael will probably set up a caravan of his own and travel around sharing and learning stories and doing a little adventuring on the side.

Time Zone:
Arizona so MST/PDT