About Ember FiresongCombat:
Initiative: +2 HP: 9 AC: 15 FF: 14 Touch: 12 BAB: +1
CMB: -1
Saving Throws
Skills:
Knowledge Religion +5 [1rank+3inclass+1int]
Traits and Feats:
Traits Local Ties:
Mathematical Prodigy Mathematics has always come easily for you, and you have always been able to "see the math" in the physical and magical world. Benefits: You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you. (choosing engineering skill) Feats Technologist You are familiar with the basic mechanics of technology. Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist. Normal: You treat all skill checks made against technology as if they were untrained skill checks. This may mean that you cannot attempt certain skill checks, even if you possess ranks in the skill in question. Spells and Domains:
Orsisons Light Detect Magic Read Magic 1st Level
Domain spell - Burning Hands Domains Artifice
Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Dancing Weapons (Su): At 8th level, you can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Domain Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—wall of iron, 8th—statue, 9th—prismatic sphere. Fire
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire. Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only). Appearance and Background:
Appearance Height: 3'3" Weight: 38 lbs Eyes: Emerald Green flecked with gold Hair: Dark, vibrant red. Occasionally streaked black from grease or oil. Background Ember is a native of Torch and has lived there all her life. Her parents are both still living and working in their completely different occupations. Ember tends to take after her mother in regards to her tinkering and mechanical interests. She even works at her mother's shop, a cross between a salvage yard / flea market / repair shop. Her mother, Ionna, takes in things found by scavengers and tries to determine their purpose and fix them if possible. Ember began helping her mother as soon as she was old enough to hold her own little set of tools in her hands. She also followed her mother's choice in deity, choosing to worship Brigh instead of her father's choice of Nethys. Ember became so devout in her worship that she decided to become a priestess of her goddess and has been studying with her local clergy in between her shift at the shop. Her father, Xaviv, is an alchemist and a wizard. He has his own little shop right beside his wife's, though Ember is forbidden from entering the workroom there after nearly catching the whole shop on fire. Xaviv is also a longtime friend of Khonnir Baine. Xaviv has taken his whole family to visit Baine and his family many times over the years and Ember has become friends with Val, Baine's adoptive daughter. As of later, Ember has begun heading out with various group in an attempt to scavenge up her own interesting little bits of tech and what-nots. She has been taking lessons from these people in how to best find and handle the scavenged bits in addition to learning how to deal with various traps that occasionally dot the area. Gnome Racial Traits:
Standard Racial Traits Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
Master Tinker Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred. Feat and Skill Racial Traits Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Magical Racial Traits Pyromaniac Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance. Offense Racial Traits Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon. Senses Racial Traits Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. Equipment:
Wealth 24 gp / 0 sp Armor Studded leather 25 gp / bonus +3 / check –1 / move20 ft. / 20 lbs. Weapons Hammer, light / 1 gp / 1d3 / crit ×2 / 20 ft. / 2 lbs. / B
Gear Backpack (empty) / 2 gp / 2 lbs.
|