About Felicia Fayweather=Story=
Felicia is a gnome who spent most her time in the desert oasis, her family lived out there in the hot wilderness finding solace as a hermit family. Because of this, Felicia, while having learned the sacred languages of her family, as well as every language her parents knew, is completely mesmerized when she is asked to join the company. She often talks a lot, often more enthralled in the new civilized world around her makes her forget that 'etiquette' is a thing. Despite this, she is loyal to a fault, and it takes a lot for her to abandon her allies in a fight. When the pressure is on when the serious, calculated Felicia comes out. Her true adulthood shines and care for each ally is second to none. Yansvalskur,the gnomish homeland she hails from, was a thing of wonder when she did make it to there. An invitation to the royal family was prestigious, her family knew. So when she went out there, only to find a gift of freedom for all gnome kind to explore and learn came about, Felicia was happy to accept (Or so she took from the conversation, her true mission, she knows is important SOMEHOW, was to travel south, to the lands of Eshia, to begin learning the ways of the Eshia... Who she surmises are like Gnomes, but they aren't Gnomes. Oh well.). Her adventures were small at first, nothing out of just seeing sights and talking to new people. She rarely found trouble anywhere, though she also didn't go looking for it. She made her money with simple magic tricks inherent in her bloodline. Though this was mostly an effort to show off her 'awesome prowess', little to her knowledge her light-hearted attitude and often times less than intimidating prowess was already beginning to set out on a mission more important than even she understood... To better the relationships of Gnomes to the outside world. Her destination was Torpin, in the Torpin bay. Though little to her knowledge, was what laid in store for her. =Core= BaB +0
=DEFENSE= AC 14 [10+Leather(3)+Size(1)+Dex(1)],
=OFFENSE= Speed 20 ft
=TRAITS= Trap Finder You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue. =FEATS=
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Martial Weapon Proficiency (Short bow) =SPECIAL ABILITIES=
Gnome:
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. Boon of the Land Some gnomes have strong ties to specific kinds of terrain, as a holdover from their fey origins. These gnomes gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger list of favored terrains. This choice is made at character creation. Replaces Defensive Training and Hatred. (Chosen Terrain: Desert) Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores 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. Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects. Keen Senses: Gnomes receive a +2 racial bonus on Perception checks. Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon. Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. Druid:
Nature Bond (Domain: Weather) Bonus Languages: A druid Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids. Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. =Spells=
Spoiler:
=Racial Spells=
=Weath Domain Bonus Spells=
=SKILLS= 4 + Int Modifier per level = 5
Climb (Str): -2
=Gear= Combat
Miscellaneous
Currency: 93 gp |