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About Filona FiordeAppearance
Background
Her young years were happy, always working wood. 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 find her own way. Pamon was sad, but proud and gave her the hammer that had belonged to her mother. Filona then travelled to Sandpoint hoping to open a shop, but quickly realized that the town has a wainwright already, with whom she even became friends. However, the biggest tie Filona built was with the former adventurer Ameiko Kaijitsu. Ameiko loved hearing the stories Filona would tell, even though she was sure they were mostly lies. Their friendship evolved and Ameiko taught Filona how to sell things without actually having to lie, and they took turns in telling the most interesting stories. Naturally, Ameiko's stories grew in Filona a desire to travel and collect those same incredible stories as well, and suddenly a carpenter's life wasn't enough for her. She wanted more, to travel and see many places. Sadly, Ameiko seemed to be happy in Sandpoint, and Filona didn't want to part with her best friend. Personality
Basic info:
STR 9, DEX 12, CON 16, INT 14, WIS 10, CHA 17
BaB 1
Defense
Offense
Spells:
CL 2 Concentration (Sorc level + Cha): +5 DC: 13+spell level
Spell level: Known (Slots)
Spells known
Spell-like abilities
Traits, Feats, Skills and Languages:
Traits:
Feats:
Skills (2 class + 2 int + 1 fav class = 5 ranks/level):
Background skills
Languages: Common, Gnome, Sylvan, Dwarven, Elven Equipment:
Magical gear
Normal gear
Money left: 3006.2gp
Money transactions:
Spent Starting gear - 68.4 Holy water - 125 Group CLW - 125 Earned
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
Gnome traits:
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. Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype. 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. Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes. 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. |