About Filona Fiorde
Appearance and personality
Her young years were happy, always building things. People often said that she was a building genius, and it would be a while before she began to discover her sorcery.
One day in the market an elf named Malanor noticed a magical aura surrounding the young gnome. With Pamon's reluctant permission, she spent a day with Malanor learning that she had powerful and natural magic pulsing within her. Clearly that was not enough knowledge for her to become a renowned Sorceress, but it was enough for her to be curious about it. The bad news was that she became a daydreamer. Pamon could do nothing to prevent his daughter's ever more frequent visits to the eager elf.
After a few years, Filona grew powerful enough to give shape to some simple spells, but to her teacher's dismay, she didn't seem much interested in her magic in detriment to building things. After one of their discussions, she rushed back to her father's shop and worked til the day's end.
The following morning, Filona packed her things, kissed her father goodbye, and said she was moving away to open her own shop. Pamon was sad, but proud and gave her a screwdriver that had belonged to her mother. Filona then travelled to Sandpoint hoping to open a shop with toys and other mechanical contraptions she would eventually build.
STR 6, DEX 10, CON 16, INT 14, WIS 10, CHA 17
Concentration (Sorc level + Cha): +4
DC: 13+spell level
Spell level: Known (Slots)
Traits, Feats, Skills and Languages:
Skills (2 class + 2 int + 1 fav class = 5 ranks/level):
Languages: Common, Gnome, Sylvan, Dwarven, Elven
Money left: 1.66gp
Starting gear - 68.4gp
Games at Swallowtail festival - 0.02gp
Goblin prisoner feeding - 0.1gp
Special Class Abilities:
Bloodline power (1st). Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.
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.
Bloodline arcana: Increase the DC of your spells of the compulsion subschool by 2
Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
Type: Gnomes are Humanoid creatures with the gnome subtype.
Size: Gnomes are Small creatures and thus 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.
Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
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. See the Linguistics skill page for more information about these languages.
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. (Craft mechanical contraptions)
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.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Alternate racial trait - Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.