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About Filandoran FibbleflareAppearance:
Filandoran is a smallish gnome with bright red skin and wild, flame-orange hair that sticks straight up on end making it look like his head is perpetually ablaze. Filandoran's eyes appear bright white from a distance, but when one gets close, tiny orange flames dance within the white of his eyes. He wears a pair of gold rings in each ear. A sash filled with tiny bottles is slung across the leather apron covered with tiny silver scowling efreet faces that covers his chest. He seems to be constantly in motion with barely contained energy - hand grasp, feet shuffle, head bobs. Personality:
Filandoran is a enthusiastic, nearly uncontainable gnome, who simply loves fire. Maybe even more than a goblin. He has yet to learn the sad truth that there are many creatures in the world that shrug off fire like most of us shrug off rain, so for now, it's the answer to everything. This is his first trip outside of Brastlewark, so he is fascinated by everything, though a little sad over Lorrimor's death and a little apprehensive over what people will be like in Ustalav. Background:
Filandoran was born in Cheliax, in the gnomish enclave of Brastlewark. His gifts were obvious from birth, for while he shares the brightness of color and spirit of all gnomes, his kinship to flame was obvious from his hair, skin and especially eyes. Sure enough, while other young gnomes were speaking with dogs and cats, Filandoran was producing flame and bright flashes like fireworks from his hands. Filandoran's talents were soon put to good use, as he was apprenticed to a gnomish alchmist in Brastlewark. But, Filandoran found that he quickly grew bored with the careful rote procedures that the alchemist masters required and he quickly drifted from one shop to another. All that changed one day when Professor Lorrimor came to visit his latest shop. Talking to the Professor about his travels and career of discovery, Filandoran knew that he had found a teacher far more suited to his needs than the various alchemy masters. Professor Lorrimor moved on, but Filandoran struck up a long-distance correspondence with him and found that the Professor had just the right answer each time he posed a question. Filandoran was just working up the nerve to ask Lorrimor if he could join him on future journeys when he got the terrible letter about the Professor's death. Filandoran is a little nervous about journeying to Ustalav, knowing its dour reputation and the rumors that people fear anyone other than a fairly bland human, but he's convinced his good nature will win them over. Besides, he wouldn't dream of failing to see the Professor off properly.
Stat Block:
FILANDORAN FIBBLEFLARE CR 1/2 Male Gnome Oracle 1 CN Small Humanoid (Gnome) Init +3; Senses Low-Light Vision; Perception +2 -------------------- DEFENSE -------------------- AC 17, touch 14, flat-footed 14. . (+3 armor, +3 Dex, +1 size) hp 9 (1d8+1) Fort +1, Ref +3, Will +2 Resist Tongues (Ignan) -------------------- OFFENSE -------------------- Spd 20 ft. Melee Quarterstaff +1 (1d4/20/x2) and . . Unarmed Strike +1 (1d2/20/x2) Ranged Sling +4 (1d3/20/x2) Special Attacks Touch of Flame (1d6+1) (7/day) Spell-Like Abilities Dancing Lights (1/day), Flare (1/day), Prestidigitation (1/day), Produce Flame (1/day) Oracle Spells Known (CL 1, +1 melee touch, +4 ranged touch): 1 (4/day) Cure Light Wounds (DC 15), Burning Disarm (DC 15), Sun Metal (DC 15) 0 (at will) Create Water, Read Magic, Detect Magic, Spark (DC 14) -------------------- STATISTICS -------------------- Str 10, Dex 16, Con 12, Int 10, Wis 10, Cha 18 Base Atk +0; CMB -1; CMD 12 Feats Skill Focus: Knowledge: The Planes Traits Inspired by Greatness: Burning Disarm, Naturally Gifted (1/day) Skills Acrobatics +2, Climb -1, Craft: Alchemy +4, Craft: Glass +8, Escape Artist +2, Fly +4, Knowledge: The Planes +7, Perception +2, Ride +2, Spellcraft +4, Stealth +6, Swim -1 Languages Common, Gnome, Ignan, Sylvan SQ Eternal Hope (1/day) Combat Gear Bullets, Little Starstone (10), Bullets, Sling (50), Quarterstaff, Sling, Studded Leather; Other Gear Adventurer's Sash (empty), Artisan's tools, masterwork: Craft: Glass -------------------- SPECIAL ABILITIES -------------------- Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day. Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20. Flare (Pyromaniac) (1/day) (Sp) With Charisma 11+, cast Flare once per day. Inspired by Greatness: Burning Disarm Whether you knew Professor Lorrimor well or only in passing, as a colleague or competitor, his career and lifetime of discovery inspired you to be better at what you do. As you honed your craft, you and the professor corresponded, and he was delighted to hear that he had directly or indirectly motivated you to strive for your full potential. Saddened by the news of his death, you feel that you should honor his memory by fulfilling his final wishes and attending his funeral, and by ever striving to attain greater heights and someday match the influence and impact of your idol. Choose one spell you can cast. From now on, you always cast this spell at +1 caster level. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Naturally Gifted (1/day) Gain one extra use of a gnome spell like ability each day. Prestidigitation (Pyromaniac) (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day. Produce Flame (Pyromaniac) (1/day) (Sp) With Charisma 11+, cast Produce Flame once per day. Tongues: Ignan You can only understand and speak one language in combat. Touch of Flame (1d6+1) (7/day) (Su) Melee touch attack deals 1d6+1 Fire damage. Spells
Burning Disarm:
"Oh, I'm sorry. Did that hurt your hand? Well, that what you get for coming after me with tht frickin' dire flail." School transmutation (fire); Level cleric 1, druid 1, sorcerer/wizard 1
This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage (even if it is not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster level (maximum 5d4). Circumstances that prevent the creature from dropping the item (such as a locked gauntlet) mean the creature gets no saving throw. The heat does not harm the item, and it does not get hot enough or last long enough to ignite flammable
Create Water:
"Because if you're going to be really, really good at starting fires, sometimes you might need a really, really good way to put them out." School conjuration (creation) [water]; Level cleric 0, druid 0, paladin 1
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about
Cure Light Wounds:
1st-level spell (Kili gets 4 1st-level spells a day) School conjuration (healing); Level bard 1, cleric 1, druid 1, paladin 1, ranger 2 Casting Time 1 standard action Components V, S Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Dancing Lights:
Gnome ability, can cast 1/day. School evocation [light]; Level bard 0, sorcerer/wizard 0 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Effect Up to four lights, all within a 10-ft.-radius area Duration 1 minute (D) Saving Throw none; Spell Resistance no Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range. You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit. Dancing lights can be made permanent with a permanency spell.
Detect Magic:
0-level spell, Kili can cast unlimited times/day. School divination; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0 Casting Time 1 standard action Component: V, S Range 60 ft. Area cone-shaped emanation Duration concentration, up to 1 min./level (D) Saving Throw none; Spell Resistance no You detect magical auras. The amount of information revealed
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Lingering Aura: A magical aura lingers after its original source
Original Strength Duration of Lingering Aura
Spell or Object Faint Moderate Strong Overwhelming
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell.
Flare:
School evocation [light]; Level bard 0, druid 0, sorcerer/wizard 0 Casting Time 1 standard action Components V Range close (25 ft. + 5 ft./2 levels) Effect burst of light Duration instantaneous Saving Throw Fortitude negates; Spell Resistance yes This cantrip creates a burst of light. If you cause the light to burst
Prestidigitation:
Oy, I can still remember the time I made sure Eleteleplel got a flagon of extra hot pepper brew. That was a riot. Gnome ability, can cast 1/day. Or twice with Naturally Gifted. School universal; Level bard 0, sorcerer/wizard 0
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
Produce Flame:
"Did you happen to notice that I'm less than 3-1/2 feet tall and weigh about as much as a small rock? Think I like dodging swords and spears. Not with this little baby. Whoosh!" Ok, so it is not technically a spell, but a gnome spell-like ability. But, Filandoran can use it up to 2/day thanks to his naturally gifted trait. School evocation [fire]; Level druid 1
Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment. In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves. This spell does not function underwater.
Read Magic:
0-level spell, Kili can cast unlimited times/day. School divination; Level bard 0, cleric 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0 Casting Time 1 standard action Components V, S, F (a clear crystal or mineral prism) Range personal Target you Duration 10 min./level You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell.
Spark:
School evocation [fire]; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0, witch 0 Casting Time 1 standard action Components V or S Range close (25 ft. + 5 ft./2 levels) Target one Fine object Duration instantaneous Saving Throw Fortitude negates (object); Spell Resistance yes (object) You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
Sun Metal:
School transmutation [fire]; Level cleric 1, paladin 1, ranger 1 Casting Time 1 standard action Components V, S Range touch Target one melee weapon Duration 1 round/level (see text) Saving Throw Fortitude negates (object); Spell Resistance yes (object) The target weapon ignites into flame that does not hurt the weapon or the wielder, but damages those hit by the weapon. When the weapon’s wielder hits with this weapon, it deals an additional 1d4 points of fire damage. This damage is not multiplied in the case of a critical hit. This effect immediately ends if the weapon is submerged in water. This effect does not stack with the flaming or flaming burst weapon special ability or any other effect that grants the weapon extra fire damage. It does not function on weapons with the frost or icy burst weapon special ability or any other effect that grants a weapon extra cold damage.
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