About Bugsby Featherfoot
Small, young and distracted... three words a stranger would use to describe Bugsby Featherfoot. But to those in the Sandpoint community, he's so much more. A friend, entertainer, intensely loyal, and quick to smile. Bugsby has worked hard, and been a friend to those who know him, entertaining at several upscale taverns. He can often be found where he shouldn't be, but rarely does things that he shouldn't. He's been seen in trees watching the baby Robins hatch, or deep in a thick patch of bushes, apparently studying 'ant patterns' or some such.
He has entertained using a budding, inherent ability with magic, one that didn't manifest itself (according to Bugsby) until after he had left Sanos to seek his fortune. This growing ability, and a desire to learn the truth of the ever changing world around him, has driven the flighty gnome to periods of deep meditation contrasted with a distinct lack of ability to focus for very long on any one thing. He doesn't want to leave his friends, and that is what has kept him in Sandpoint for so long, but he watches those passing through to foreign lands with a wistful eye, and any who know him well, easily see his innermost desires to understand the whole world.
Standing at only 3',2" and a mere 35 lbs, Bugsby is not much of a physical specimen, but either in his bearing or his demeanor, there is something cold and hard beneath the slight, smiling exterior. His hair has been shorn close to his head around the sides, and he wears a fitted cap with a wide circle cut from the top. The purple hair on the top of his head stands up through the gap in the hat, and shoots out at all angles from there. If you happen to see the gnome at a certain angle you might notice a small string of characters circling his neck and disappearing down his shirt.
Character Name : Bugsby Featherfoot
Class and Level : Sorcerer 2
Favored Class(es) : Sorcerer
Strength : 07 (-1) -01 point buy - 2 racial + 0 level + 0 misc
Maximum Load : 13.5/52 lbs.
Hit Points : (15)
Base Melee : (+0) 1 BAB - 2 Str + 1 size + 0 misc
Combat Maneuver : (-2) 1 BAB - 2 Str + 0 misc - 1 size <- CMB
Armor Class : (13) 10 base + 0 armor + 0 shield + 2 Dex + 0 misc + 1 size
Fortitude : (+4*) 0 base + 2 Con + 2 misc
Conditional Bonuses and Penalties :
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Additional Rules.
Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
Gnome Magic: 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 the following spell-like abilities: 1/day—dancing lights, ghost sound, 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.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Class Skill: Knowledge (planes).
Bonus Spells: entropic shield (3rd), blur (5th), gaseous form (7th), confusion (9th), major creation (11th), disintegrate (13th), greater polymorph (15th), polymorph any object (17th), shapechange (19th).
Bonus Feats: Agile Maneuvers, Defensive Combat Training, Enlarge Spell, Great Fortitude, Improved Great Fortitude, Skill Focus (Craft [any]), Spell Focus, Toughness.
Bloodline Arcana: Your magic of creation and changing is hard to unravel. The DC to dispel transmutation or conjuration (creation) spells that you cast is increased by +4.
Bloodline Powers: Your ancestral immersion in primordial chaos begets your curiously warped magical talents.
Protoplasm (Sp): At 1st level, you can create a ball of entropic protoplasm and hurl it at targets within 30 feet. This protoplasm acts as a tanglefoot bag that also inflicts 1 point of acid damage per round to a creature entangled by it. The protoplasm dissolves within 1d3 rounds. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
Protean Resistances (Ex): At 3rd level, you gain resist acid 5 and a +2 bonus on saving throws against polymorph, petrification, and transmutation spells or effects. At 9th level, you gain resist acid 10 and your save bonus increases to +4.
Reality Wrinkle (Sp): At 9th level, you can surround yourself with a mobile, 10-foot-radius emanation of mutable reality. This rippling distortion is similar to solid fog but does not provide concealment or block line of sight. Your movement is not slowed by this aura. Attacks from outside the aura suffer a 20% miss chance against targets inside the aura. You may use this ability a number of rounds per day equal to your sorcerer level, though this duration need not be continuous.
Spatial Tear (Sp): At 15th level, once per day, you can unravel the fibers of reality and ride along them as they snap back into place. This power functions as dimension door, while also creating a mass of black tentacles centered on your former location. Both of these effects use your sorcerer level as the caster level. At 20th level, you can use this ability twice per day.
Avatar of Chaos (Ex): At 20th level, you are infused with the essence of raw chaos. You gain immunity to acid, petrification, and polymorph effects (except when cast on self), as well as a +2 bonus to save DCs and on checks to overcome spell penetration against creatures with the lawful subtype.
Your maximum ranks in a skill are equal to your total level.
[x] Acrobatics : (+02) 0 ranks + 2 Dex + 0 class + 0 misc - 0 armor
Languages: Common, Gnome, Sylvan, Elven
Trait #1 : Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Level 1 Feat : Varisian Tattoo - 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 can cast a single cantrip as a spelllike ability a number of times per day equal to your Constitution modifier (minimum 1/day, caster level equals Hit Dice, save DC is Charisma-based). The spell-like ability gained (and its Varisian name) are as follows:
Weapon : Dagger (small) 1d3 (19-20/x2) Range - 10' Pierce/Slash
Other Equipment :
Equipment Weight : 13.5
Level 0 - spells per day 0 bonus DC 14/18 (10 + 0 level + 4 ability + 4 bloodline if Transmutation or Conjuration)
Level 1 4 casts per day (incl 1 bonus) 1 bloodline DC 15 (10 + 1 level + 4 ability)
Level 2 0 spells per day 0 bonus DC 16 (10 + 2 level + 4 ability)
NPC's of note:
Ameiko - Female... warrior person. Friendly. Owns the glass factory.
Tsuto - Ameiko's misguided brother
Count Foxglove - Mysterious rich man from a semi-distant town. Possible benefactor? Took us hunting.
Mayor Kendra - Mayor of Sandpoint
Father Zantus - Head of Virgil's order, wants to help the investigation
Sheriff Hemlock - The sheriff
Shalelu Andosana - wicked cool elf