Male gnome Sorcerer 3 (draconic bloodline - gold)
ooc] b]Round #[/b]
AC 15, touch 15, flat-footed 13
Fort +5, Ref +4, Will +2
AC 15, touch 15, flat-footed 13 (+2 dex, +1 size, +1 bracers, +1 natural armor)
Spd 20 ft./x4
Str 5, Dex 14, Con 16, Int 14, Wis 7, Cha 19
Eschew Materials (PFCR 123),
Augment Summoning (+4 Str/+4 Con summoned creatures)
Diplomacy +5 (+4 Cha, +1 race)
Bluff +10(+4 Cha, +2 rank, +1 race, +3 CS)
Use Magic Device +10 (+4 Cha, +3 rank, +3 CS)
Know Arcana +10 (+2 Int, +3 rank, +2 race, +3 CS)
Spellcraft +8 (+2 Int, +3 ranks, +3 CS)
Perception +4 (-2 Wis, +1 rank, +3 CS, +2 Race)
Ride +2 (+2 Dex)
• BLOODLINE - You get your powers from your Draconic bloodline.
• BLOODLINE POWERS - You Draconic bloodline powers • ESCHEW MATERIALS - The sorcerer gains Exchew Materials as a bonus feat. (PFCR 71).
• SORCERER CANTRIPS - The sorcerer can cast known 0-level spells at will. (PFCR 71).
• SORCERER SPELLS - The sorcerer chooses spells from the sorcerer/wizard list according to the progression in PFCR 72. (PFCR 70-71).
• SORCERER WEAPONS AND ARMOR - All simple weapons. Armor and shields may interfere with casting, requiring a Arcane Spell Failure roll (PFCR 83). (PFCR 70).
Level One, 6/day (5 base +1 Ability score bonus)
Gnome abilities and Bloodline Powers:
Gnome Spell-like abilities, 1/day
Dancing Lights(1/1), Flare(1/1), Prestidigitation(1/1), Produce Flame
Produce Flame up to 120' 1d6+1+1perlvl
range touch/melee 1d6+4 total 1/1 left
Gnome magic (use any of the above again) 1/1 left
Academician: +2 to any Knowledge (Arcana)
Gift of Tonges: +1 Bluff and Diplomacy - one additional language for every level of linguistics
Pyromaniac: One level higher when casting spells with fire descriptor
Low-light Vision: See twice as far in dim light
Keen Sense: +2 Perception
Proficiency with all 'gnome' weapons
Wand of Cure Light Wounds(CL1) (50 charges)
Wand of Pyrotechnics (CL3)(22 charges)
Light Crossbow, 35 gp
Alchemist Fire (none left), 20gp 1d6fire, 1pt splash around
Bolts (20), 2 gp
Backpack, 2 gp
Cold Weather Outfit, 0 gp
Riding Pony (30gp)
Shimmering Blue: Cloak of Resistance (+1) with 5 cold resistance
Bracers of armor (+1)
Coins (40 gp)
detect magic, arcane mark, ray of frost, spark,
frostbite, reduce person, mage armor, jump, ray of enfeeblement, scorching ray, rope trick,
summon swarm, animal aspect
Furiel was small even for a gnome - and very weak. He was constantly picked on by other gnomes and more so by the other races in his cosmopolitan city of birth. According to his parents, there was gold dragon blood in his veins. He had a good inheritence to prove it. He showed an incredible aptitude for magic, and was apprenticed to a local sorceror where he found his size didn't really matter. His master commented that wizards that are noticed, tend to get hit a lot.
Furiel vowed to stay small and unremarkable and bide his time. He found out when he was teased and bullied, he could grow claws on his hands and feet, but this made him even more an object of ridicule. Furiel has left to seek his fortune in the greater world where creatures are not measured by size and strength.
Furiel wants to be a pioneer -- Start fresh and build something -- show his merit where merit is king -- a wild frontier.