Celestial Gnome

Droreck's page

1 post. Alias of hustonj.


Full Name

Inneal-Smàlaidh Guzitest Onack Lasair Naomh Boldoson Zedeson Gobha-Sagart de Chlachan Glòrmhor de Kaltafarr

Race

Lava Gnome

Classes/Levels

Sorcerer (Elemental Fire) 1

Gender

M

Languages

Common (Taldane), Draconic, Gnome, Ignan, Orc, Sylvan, Undercommon

Occupation

Jewelry Smith

Strength 8
Dexterity 13
Constitution 12
Intelligence 14
Wisdom 12
Charisma 18

About Droreck

Droreck (as he likes to have people call him) has a much longer formal name. That is:
Inneal-Smàlaidh Guzitest Onack Lasair Naomh Boldoson Zedeson Gobha-Sagart de Chlachan Glòrmhor de Kaltafarr

Back home, some of his "friends" came up with other nicknames for him than the one he picked. Things like:
Cabhagach (Hasty)
Pòg Pàrtaidh (Party Pooper)

Quick Background:
Droreck grew up in the underdark lava gnomish village of Chlachan Glòrmho, which lies below the Southern Range of the World's Edge Mountains, adjacent to the magma stores which feed Mount Kaltafarr. The lava gnome ethnic group is infamously ready to take offense and jump to conclusions, but their temperament is actually as fluid as hot magma. They can forget and move on as quickly and easily as they can flare in anger.

The citizens of Chlachan Glòrmhor depend heavily upon magic to protect their homes from the destructive properties of magma, but they also use it as a never-ending supply of energy. Their smithies and forges turn out some truly amazing work, most of which never reaches the surface, so very few citizens of Taldor know the village exists. This tribe is almost always at war with the Gouged Eye orcs, fighting from below while the Taldorian army fights them from above.

Droreck had a wonderful childhood: learning, exploring, and developing his innate magical abilities. As he reached the age of majority, though Droreck found himself falling into predictable patterns, found himself putting up with maintaining his known experiences instead of seeking out new ones. He decided to go out into the world and learn more, see more, do more, to ensure that he would live the long life he deserves. This is why he wanders into Heldren. It very simply lies between his home and the more important parts of the human lands he found himself wandering.

Combat Stats:
Init +1 (Dex+1)
Speed 20'
Melee +0, Ranged; Finesse +2; CMB -2/+0 (BAB+0, Str-1, Dex+1, size +/-1)

Magic effects/spells +2 by effect/spell
(Ranged)

Point Blank Shot: +1 attack/damage with ranged attacks w/i 30' of target

AC 12, T12, FF11, CMD9 (Armor 0, Dex+1, Size+/-1, BAB+0, Str-1)

HP 7 (6+1xCon+1)

Fort +1 (Base+0, +1 Con)
Ref +1 (Base+0, +1 Dex)
Will +3 (Base+2, +1 Wis)


Magic:
** Spells Known **
Racial: 1/day each, exactly 1 bonus/day to any one of these, DC 14
Dancing Lights
Flare
Prestidigitation
Produce Flame
Cantrips: DC 14
Acid Splash
Detect Magic
Mending
Spark
Level 1: 4/day, DC 15
Ear-Piercing Scream
Shocking Grasp

Elemental Ray (Fire): 7/7.5 remaining for 1d6+1 fire damage


Skills & Languages:
2 + Int 2 = 4 Adventuring & 2 Background skills per Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)[+Overridden] {Notes}
+ 1-Acrobatics (Dex) +1+0+0+ACP
+ 2 Appraise (Int) 2+0+0
+ 5 Bluff (Cha) 4+0+0+1 Gift of Tongues
- 1-Climb (Str) -1+0+0+ACP
+ 8 Craft (Jewelry) (Int) 2+1+3+2 Obsessive {Background}
+ 1 Craft (Other) (Int) +1+0+0
+ 5 Diplomacy (Cha) 4+0+0+1 Gift of Tongues
+ 4 Disguise (Cha) 4+0+0
+ 1-Escape Artist (Dex) 1+0+0+ACP
+ 1-Fly (Dex) 1+0+0+ACP
+ 1 Heal (Wis) 1+0+0
+ 4+Intimidate (Cha) 4+0+0(+2 Dimdweller)
+ 7 Knowledge (arcana) (Int) 2+1+3+1 Adaptive Magic
+ 6 Knowledge (planes) (Int) 2+1+3
+ 3 Linguistics (Int) 2+1+0 {Background}
+ 1+Perception (Wis) 1+0+0(+2 Dimdweller)
+ 1 Profession (Wis) 1+0+0
+ 1-Ride (Dex) 1+0+0+ACP
+ 1 Sense Motive (Wis) 1+0+0
+ 6 Spellcraft (Int) 2+1+3
+ 1~Stealth (Dex) 1+0+0+ACP(+2 Dimdweller)
+ 1 Survival (Wis) 1+0+0
- 1-Swim (Str) -1+0+0+ACP
+ 9 Use Magic Device (Cha) 4+1+3+1 Adaptive Magic

ACP: -0

Languages Known: Common (Taldane), Draconic, Gnome, Ignan, Orc, Sylvan, Undercommon


Feats & Traits:
** Feats **
S Eschew Materials
1 Point Blank Shot
3 <Precise Shot>
5 <Elemental Focus (Fire)>
S <Skill Focus (Knowledge [planes])>
7 <Spell Focus (Evocation)?>
9 <Spell Penetration>
11 <Selective Spell>
S <Empower Spell>
13 <Greater Spell Penetration>
15 <Greater Elemental Focus (Fire)>
17 <Greater Spell Focus (Evocation)?>
S <Dodge>
19 <?>

** Traits **
Campaign: Adaptive Magic: You gain a +1 trait bonus on Knowledge (arcana) and Use Magic Device checks, and Use Magic Device is a class skill for you.
Magic: Naturally Gifted: Gain a second use of any one of the racial spell effects in a day
[spoiler=Gear]150 GP budget
xx8.0.0 Small Sorcerer's Kit (5#, backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, soap, torches (10), trail rations (5 days), waterskin)
x49.0.0 replace small backpack w/ small MW backpack (+.5#)
x35.0.0 Small Light Crossbow (2#, 1d6/19+/80'/P)
xx4.0.0 40 Small Crossbow Bolts (2#)
xx5.0.0 Small Light Mace (2#, 1d4/x2/B)
xxxFREE Small Explorer's Outfit (4#, sturdy boots, leather breeches, belt, shirt, vest, gloves, cloak, leather belt, all with plenty of pockets)

For 101 spent and 15.5# weight (~10.5# w/o Pack), leaving 49 GP on hand.

Light <= 20# [23# w/ pack](By armor)
Medium <= 40# [45# w/ packl](+3/-3/15'/x4)
Heavy <= 60# [68# w/ pack](+1/-6/15'/x3)


Sorcerer (no archetype; elemental fire bloodline) with Automatic Bonus Progression:

Alignment: Any.
Hit Die: d6.
Starting Wealth: 2d6 x 10 gp (average 70 gp).
Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at each Level: 2 + Int modifier.
Class Features
Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Bloodline power, cantrips, eschew materials
2nd +1 +0 +0 +3 —
3rd +1 +1 +1 +3 Bloodline power, bloodline spell, resistance +1
4th +2 +1 +1 +4 Armor attunement +1, weapon attunement +1
5th +2 +1 +1 +4 Bloodline spell, deflection +1
6th +3 +2 +2 +5 Mental prowess +2
7th +3 +2 +2 +5 Bloodline feat, bloodline spell, physical prowess +2
8th +4 +2 +2 +6 Armor attunement +1/+1, resistance +2, toughening +1, weapon attunement +1/+1
9th +4 +3 +3 +6 Bloodline power, bloodline spell, armor attunement +2, weapon attunement +2
10th +5 +3 +3 +7 Deflection +2, resistance +3
11th +5 +3 +3 +7 Bloodline spell, mental prowess +4
12th +6/+1 +4 +4 +8 Physical prowess +4
13th +6/+1 +4 +4 +8 Bloodline feat, bloodline spell, mental prowess +4/+2, physical prowess +4/+2, resistance +4, toughening +2
14th +7/+2 +4 +4 +9 Armor attunement +2/+2 or +3, resistance +5, weapon attunement +2/+2 or +3
15th +7/+2 +5 +5 +9 Bloodline power, bloodline spell, armor attunement +3/+3 or +4, mental prowess +6/+2 or +4/+4, weapon attunement +3/+3 or +4
16th +8/+3 +5 +5 +10 Deflection +3, physical prowess +6/+2 or +4/+4, toughening +3
17th +8/+3 +5 +5 +10 Bloodline spell, Armor attunement +4/+3 or +5, deflection +4, mental prowess +6/+2/+2 or +4/+4/+2, physical prowess +6/+2/+2 or +4/+4/+2, toughening +4, weapon attunement +4/+3 or +5
18th +9/+4 +6 +6 +11 Deflection +5, mental prowess +6/+4/+2 r +4/+4/+4, physical prowess +6/+4/+2 or +4/+4/+4, toughening +5
19th +9/+4 +6 +6 +11 Bloodline feat, bloodline spell, 3 legendary gifts
20th +10/+5 +6 +6 +12 Bloodline power, 5 legendary gifts (8 total)

Spells Per Day
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 - - - - - - - -
2nd 4 - - - - - - - -
3rd 5 - - - - - - - -
4th 6 3 - - - - - - -
5th 6 4 - - - - - - -
6th 6 5 3 - - - - - -
7th 6 6 4 - - - - - -
8th 6 6 5 3 - - - - -
9th 6 6 6 4 - - - - -
10th 6 6 6 5 3 - - - -
11th 6 6 6 6 4 - - - -
12th 6 6 6 6 5 3 - - -
13th 6 6 6 6 6 4 - - -
14th 6 6 6 6 6 5 3 - -
15th 6 6 6 6 6 6 4 - -
16th 6 6 6 6 6 6 5 3 -
17th 6 6 6 6 6 6 6 4 -
18th 6 6 6 6 6 6 6 5 3
19th 6 6 6 6 6 6 6 6 4
20th 6 6 6 6 6 6 6 6 6

Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2 - - - - - - - -
2nd 5 2 - - - - - - - -
3rd 5 3 - - - - - - - -
4th 6 3 1 - - - - - - -
5th 6 4 2 - - - - - - -
6th 7 4 2 1 - - - - - -
7th 7 5 3 2 - - - - - -
8th 8 5 3 2 1 - - - - -
9th 8 5 4 3 2 - - - - -
10th 9 5 4 3 2 1 - - - -
11th 9 5 5 4 3 2 - - - -
12th 9 5 5 4 3 2 1 - - -
13th 9 5 5 4 4 3 2 - - -
14th 9 5 5 4 4 3 2 1 - -
15th 9 5 5 4 4 4 3 2 - -
16th 9 5 5 4 4 4 3 2 1 -
17th 9 5 5 4 4 4 3 3 2 -
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3
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 (Elemental Fire):
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell's type to fire.
Bloodline Powers: Fire infuses your being, and you can draw upon its power in times of need.
xxxElemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
xxxElemental Resistance (Ex): At 3rd level, you gain energy resistance 10 against fire. At 9th level, your energy resistance increases to 20.
xxxElemental Blast (Sp): At 9th level, you can unleash a blast of elemental fire once per day. This 20-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to fire until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
xxxElemental Movement (Su): At 15th level, you gain +30 feet to your base speed.
xxxElemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and fire damage.
Bonus Spells: At 3rd level, and every two levels thereafter, an Elemental Fire Bloodline sorcerer learns an additional spell from the following list. 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.
burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th).
*These spells always deal fire damage. In addition, the subtype of these spells changes to fire.
Bonus Feats: At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from the following list. The sorcerer must meet the prerequisites for these bonus feats.
Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.
Class Skill: Knowledge (planes).
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.


Lava Gnome:

Racial Traits
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their enthusiastic attitudes make them naturally agreeable.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Darkvision: Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.
Dimdweller: Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Gnomes can take this trait in place of weapon familiarity.
Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
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.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Favored Class Bonus: Add 1/2 use per day of Elemental Ray per Sorcerer level

Attributes:

20 Point Buy
Base Race Level Magic Current
xx 10 -2 x8 +0 x8 +0 S x8 -1
x3 13 +0 13 +0 13 +0 D 13 +1
xx 10 +2 12 +0 12 +0 C 12 +1
x5 14 +0 14 +0 14 +0 I 14 +2
x2 12 +0 12 +0 12 +0 W 12 +1
10 16 +2 18 +0 18 +0 H 18 +4