Trinia Sabor

Filona Fiorde's page

175 posts. Organized Play character for Anthorg.

Full Name

Filona Fiorde


| HP: 9/9 | AC: 11, T: 11, FF: 11) | CMB: -3, CMD: 7 | F: +3, R: +0, W: +2 (+2 vs illusion) | Init: +0 | Low-Light Vision, Perc: +2, SM: +0


| Speed 20ft | Laughing Touch: 6/6 | Spells: 1st 3/4 | Active conditions: None


F CG Gnome Sorcerer (Fey bloodline) 1










Common, Gnome, Sylvan, Dwarven, Elven



Strength 6
Dexterity 10
Constitution 16
Intelligence 14
Wisdom 10
Charisma 17

About Filona Fiorde

Appearance and personality
Filona's appearance is not exactly stable, as she sometimes uses Prestidigitation to change her hair. Her skin seems to be always young and tanned and it usually makes her bright blonde hair look like an exageration. Her clothes contradicts this exageration, with some tinkering tools and a mostly simple impression. She always seems to be holding something, though, be it a tool with which she's working, something she scavenged or anything else. Most of the time she is a tinker and sees her magic as just a way to interact with the world.

Filona has lived most of her life in Magnimar. Her mother Penny died of an illness just before her 18th birthday, so Filona knows life mainly as a merchant's assistant, that is, her father Pamon's assistant. She quickly learned her crafting skills necessary to get by and she did know the workings of most mechanical machines. She also learned the tricks of being a merchant from the close relations they had with the Deverin family in Sandpoint.

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.

Filona seems to get emotional with anything and nothing at the same time. No one seems to understand what gets under her skin and what doesn't. However, she is very enjoyable company as she is a little bit of a prankster, and always likes to enthusiastically show the last thing she built.

Basic info:

STR 6, DEX 10, CON 16, INT 14, WIS 10, CHA 17
Small Size
Sorceress lvl 1 (Fey bloodline)
Total XP: 0 / 3000

BaB 0
Init +0; Senses: Perception +2
CMB -3 (0BaB -2strength -1 size)
CMD 7 (0BaB -2strength -1 size +10)
Favored Class Sorceress (+1 skill points)

AC 11, touch 11 flat-footed 11 (+1 Size)
HP 9 (6 + 3 (1*3Con))
Fort +3 (+0 base +3 Con)
Ref +0 (+0 base)
Will +2 (+2 base) (+2 bonus vs illusion spells and effects)

Speed 20 ft
Melee Dagger (small) -2 (1d3-2/19-20x2)
Ranged Dagger (small) +0 (1d3-2/19-20x2), Range 10ft
Ranged light crossbow (small) +0 (1d6/19-20x2), Range 80ft
Space 5 ft, Reach 5 ft


CL 1
Concentration (Sorc level + Cha): +4

DC: 13+spell level
DC for illusion: 15+spell level
DC for compulsion subschool: 15+spell level

Spell level: Known (Slots)
Cantrips: 4 (n/a)
1: 2 (3+1)

Spells known
Cantrips: Daze, Detect Magic, Mage Hand, Mending
1: Color spray, Hypnotism

Spell-like abilities
1/day: Dancing lights, Ghost sound, Prestidigitation, and Speak with animals

Traits, Feats, Skills and Languages:

Mathematical prodigy (APG): Mathematics has always come easily for you, and you have always been able to "see the math" in the physical and magical world. You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you.
Merchant Family (Campaign): You are related to one of the four noble families from Magnimar who founded the Mercantile League of Sandpoint. You either grew up in Magnimar as a cousin in the Valdemar or Deverin family or were born and raised in Sandpoint. Education in running a business and years of looking after the family enterprise have given you a knack for trade. You increase the gp limit of any settlement by 20% and can resell items at an additional 10% over the amount of gp you normally would get from selling off treasure.

Lvl 1 - Spell Focus (Illusion)
Sorcerer lvl 1 - Eschew Materials

Skills (2 class + 2 int + 1 fav class = 5 ranks/level):
Bluff +7 (+1 Rank, +3 Cha, +3 Class skill)
Know. (arcana) +7 (+1 Rank, +2 Int, +1 Trait, +3 Class skill)
Know. (engineering) +8 (+1 Rank, +2 Int, +1 Trait, +1 Racial, +3 Class skill)
Know. (nature) +6 (+1 Rank, +2 Int, +3 Class skill)
Perception +2 (+2 Racial)
Craft (mechanical contraptions) +8 (+1 Rank, +2 Int, +2 Racial, +3 Class skill)

Languages: Common, Gnome, Sylvan, Dwarven, Elven


Magical gear

Normal gear
- Dagger 1lb
- Light crossbow 4lb
-- Bolts (10) 1lb
- Backpack (small) 0.5lb
- Bedroll (small) 1.25lb
- Candle (10) -
- Chalk (10) -
- Ink (1 oz. vial) -
- Inkpen -
- Parchment (5) -
- Belt pouch (small) 0.125lb
- Trail rations (6, small) 1.5lb
- Sealing wax 1lb
- Signet ring (Deverin) -
- Waterskin (small) 1lb
- Artisan's tools 5lb
- Merchant's scale 1lb
- Holly and mistletoe -
- Artisan's outfit (small) 1lb
- Penny's screwdriver

Money left: 1.66gp
Total equipment weight: 20lb.
Light/Medium/Heavy Load for 6 Str: 20/40/60

Money transactions:

Starting gear - 68.4gp
Games at Swallowtail festival - 0.02gp
Goblin prisoner feeding - 0.1gp

70gp - Starting money
Toys sold at Swallowtail festival - 0.13gp
Gemstone panning at Swallowtail festival - 0.05gp

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.
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.