• 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).
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Class Skill: Perception.
Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th).
Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on Table: Draconic Bloodline Breath Weapons.
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Level One, 8/day (6 base +2 Ability score bonus)
Summon Monster I
Bloodline: Mage Armor
Level Two, 5/day (3 base +2 Ability score bonus)
Summon Monster II
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+5 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
Claws (lvl 1)
Bloodline Arcana (+1 per fire damage die)
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type (fire) and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
3rd level bloodline spell=mage armor
Warhat (+2 CHA)
Bag of holding 1
Wand of Cure Light Wounds(CL1) (49 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)
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.