About Mr. Copperpot
Male Gnome Sorcerer 5
Ripley (alertness, improved evasion, share spells, empathic link, deliver touch spells)
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.
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?
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.
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.
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*
[dice=ranged touch attack]1d20+5[/dice]
*shadow gambit, greater spell focus (illusion), versatile spontaneity, improved initiative, toughness, focused spell, solid shadows feats